/me puts on wizard hat The most crazy complex, simple idea I've seen in a while. Are you thinking this will be a Paper/Pen game or is most of this going to be handled behind the scenes in an MMO or RPG? Your characters seem kind of watered down, I don't know anything about the stats or what they represent or how they…
I slum it here on the polycount boards even though I've transitioned to doing much more coding than game art. I just like the community, and I get to see a lot of creativity from the gang here. Need that visual inspiration fix, even if you deal with ones and zeros most of the time. I'll throw in another recommendation for…
I'm sure the more wisened here can give you more advice on this, but your poly flow is, erm shall we say, not the best? It's bad practice to have areas looking like this: <font class="small">Code:</font><hr /><pre> ___ |___| |_|_| </pre><hr /> Because what you are really dealing with is a jumble of triangles that get all…
Yeah. I should have explained better. Scan Store provides full body assets. They come with a 5 subdiv level Ztool and the following maps: color, normal, roughness, specular roughness So the geometry is not baked to a displacement map. You wrap and transfer the geometry details to your own model and export the displacement.…
I just make a bunch of stupid little games and eventually I have enough code to make something a little more bigger. I've been reusing and improving my code for loading collada files and flac and other files for the past few years. Before that I just made tools for modding games like halo 3. Generally I go and see what…
Thanks for the responses guys :) I ran through them all the suggestions this morning at work, testing their functionality on a few objects and characters. I ended up using a combination of your tips, and wrote up a little MEL script which I bound to the "D" key so that the detach function of 3DSMax's UV editor is…
If you have a rigging system and several characters using that system then look at the Max help page “Custom Attributes Version Number Handling” But if this is just a one off rig you have a few options. - Delete the CA, evaluate, then add the updated CA. - Declare an AttribID when evaluating the CA. Then you can update by…
You're welcome guys ! ambershee: What did you use instead of a light vector ? When you said code you hlsl code ? Ace-Angel: Because it's based on the view angle of the viewer. There's two component in the shader : An ambient scattering light wich is always visible at all angle and an other based on the Light Vector and…
You can get some beta keys to play for the weekend right now, MMOhuts has about 2100 left right now. I don't have time this weekend so somebody can take my key. Once you get a key, sign up for an account here then sign in and click "Apply A Code" and enter in the code "6CD8-FKRY-TPYF-BSXZ-JPK4" without the quotes. You can…
When I run this code on an object with 2 DX shaders applied to it, I get "zz" returning as 0, hence the warning. Presumably because findItem arrBitmapFileToken "tga" is failing in my case. You should probably have a check in that code block so that it only evaluates the chunk returning the warning... for example, if zz > 1…