http://www.diablofans.com/blizz-tracker/topic/227302-patch-103-now-live/ Diablo III Patch 1.0.3 - v.1.0.3.10057 The latest client patch notes can be found here. Hotfixes made in addition to changes in patch 1.0.2c can be found here. Table of Contents General Battle.net Classes Items Crafting Followers Bosses Monsters Bug…
So, apparently there's a function in Maya UV editor that's called "pixel snap", that allows to snap pixels to either corners or center of pixel of a texture, applied to material. However, what I can't figure out is whether it is possible to make Maya automatically snap all the UVs to pixels? All I see is snapping each UV…
Been fired up to start more on Evil Morty, but wanted to get this "difficult" "pedestal" type vehicle out of the way as much as i can. the channels i watch haven't updated the main source i used to create this design [Grind Hard Plumbing co, trike build] so i had to reference a lot of stuff and try to figure out how these…
(if you look closely, you'll note that I painted greentooth into that flowmap) Updated 4 October: v0.9.2 for Windows v0.9.2 for OSX http://teckartist.com/?page_id=107 [update_4_Oct] I've added the ability to actually load flowmaps, so you can either pick up where you left off in your last session, or load up a simmed…
Hello everyone, I'm newly registered here. I enjoy lurking and admiring your creations, but my skills aren't at a level to show off yet. But today I have a different topic that I need help with. I'm developing a project that will function much like motion capture software that uses markers. Thing is, I need to use it sort…
Small update I was able to find a solution for the shading. This person put me on the tip of using the vertex interpolator with fake lights. I created a material function that uses the SkyAtmosphereLightDirection instead of an arbitrary 3vector. It generates something I can lerp between light and dark using the level…
Blend uses a Layer Blend node. Material function layers look like this. I use a packed channel map for my roughness, height, and AO maps. The MF_Layers function isolates the height channel for blending.
Perna: Sure, it turned out a bit long though... o_O In some cases it makes rigging life (and I'd say animator life just as much) a lot easier if the model is practically oriented. More importantly as I pointed out, it makes some things (near) impossible to get right. As an example here's a posed arm (far less extreme than…
tbh, I'd probably just suck it up and do the work by hand if it was just for my own benefit however, if you did want a tool I dont think there's much to choose in terms of work between doing it in c++ vs blueprint. I choose BP for most of my tools (even if it's more arseache) because it's easier to distribute new resources…
Hey there! I'm kinda new to SD (and to this cool forum!) and I'm trying to create color variation for a simple tile texture. the logic is that I want the user to pick how many color he want to have, and add weight sliders per every color. here is an example for hard coded one with some histogram select: The issue here is…