I haven't used it since the November build, but here are some of my notes from back then. Be aware this might be wrong now, as the Landscape system was under heavy development at the time. * The height map creates the terrain shape. * The alpha map creates a mask for the layer. There is a different alpha map for each…
I'd recommend ShaderFX, a node-based DX shader creator plugin for Max. Maybe not quite as powerful as writing it raw (or maybe even as the UE3 material editor) but it makes it very easy to throw together quick shaders and you can easily get a grasp of what can be done (and how it can be done) with shaders. It also has a…
While in mixer mode (little egg beater in biped menu) there are no curves or keys to edit, at least none that relate to what you see in the motion mixer. You'll have to create a mixdown and apply that to the biped, then exit mixer mode before you can edit the keys and curves on mixer animation. There could be keys already…
haha, nope, it drives me mad too. same thing applies to a couple of other modes (UV editor, i think?) if you select verts or faces and try to zoom in the viewport it just frames the whole mesh. Bloody useless.
I'm working in the game development business as a artist and have always found programing interesting, especially if I could combine my art skills with code and make a game of my own. So here goes, a artist learning to use Unity scripting to make my own game. I have built a simple prototype and will post development here…
@Vastra Massive! will be keeping an eye out on progress also the overall aggressive "Preying Mantis" nose design elements which are RAD having initially caught my eye so indeed very interested in how this project evolves.
The main issue with Designer it's monstrously inconvenient in its default state and you have to re-do almost everything to be actually useful. You have to master FX -node because it's almost only way to do scale independent anything . Where you could code scale features independent of non-square factor of your textures .…
Thanks! The glow effect is the 2nd example (the more 'complex' one). The first one is just a simple transition between 2 textures. As for the A<B, A=B, A>B it's a coding/math thing. Just think if the IF node was just A<B and A>B...what would happen if A=B? I've done some testing and found that it doesn’t have any…
Stingray PBS is a sub-set of nodes for ShaderFX internally. The reason they were separated was that the Stingray PBS material can contain only nodes that were supported by the Stingray game engine and its unique material. I personally also felt that ShaderFX was too complicated for a lot of artists and felt that having a…