Hi, i created a new website for texture and modeling reference images, especially for VFX, gaming and concept artists. With more than 50 000 pics for your private and commercial work: www.texturepilot.com Regards, Karolin
Sounds like I might need to rotate the Light Attenuation vector 180 degrees. Apparently there's no node for rotating a vector... https://shaderforge.userecho.com/topics/504-rotating-vectors/ ... but maybe I can use the uv Rotator. http://acegikmo.com/shaderforge/nodes/#rotator
Definitely check up on Keen's Batch Exporter. It saves tons of time by centering each selected object, reseting the positions to 000 (based on objects pivot point) and exporting each asset based on whatever their names are in max. http://www.keenleveldesign.com/html/misc/exporter.htm
Yeah, I'm old so I'd be TED. Plus I'm more of a Huey than a Riley. I guess I'll keep chugging on Maya. http://cgbylg.com/?p=204 is cool by the way, I'd like to find a tutorial on how to do that stair case.
I'm getting a 404 on the video. Scene's looking great though! Very interesting choice of colors, has a nice charm. If you can get some shading at the bases of objects like the buildings and where it meets the floor it'll help ground it a bit more.
removed the link, it was an artificial benchmark test (48 to 48 000 sided circle) to prove the adversary effect of thin triangles on performance NOT suggesting to use certain layouts for "caps" of low poly, with so little geometry at hands interpolation artifacts are much more dominant...
Best single player FPS of 2004 I'd say, (with Far Cry a close second imho), but I'm realllly getting tired of this linear FPS formula, I know I'll be backhanded for saying this but I sure wished the storytelling was better and the levels less linear.
Thanks SAF, it works fine (I completely overlooked creative crash, oops) but yes it is very slow. It was written in 2004, anyone got anything more up to date and faster?