We're building a live weekly quiz app for tens of thousands of simultaneous players. The look is dark and theatrical; set in a future where things have gone slightly wrong, somewhere between graphic novel and mobile game UI. But the tone of the character driven narrative that runs alongside is very knowing. Think Deadpool…
Does anyone happen to know how to directly transfer the shader values from crazybump into 3ds max so you can basically replicate the crazybump previewer. I dont know if a shader exists to do such a thing, i browsed through the program files to see if there was a shader config file or anything i could load in max but…
Hi guys, I'm planning to make a FPS environment and will using normal maps...well its an exercise to learn normal maps. Is it best to just use Maya shaders for the materials or is it best to use realtime shaders instead? If its best to use realtime shaders, what programs would i need? thanks
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Hi Guys I'm currently on finishing up my Sci-Fi Server Room scene and I've currently got a shadow bug which I'd love to be able to fix. Basically I have a server asset with 2 sub materials (1 for the main asset and 1 for the monitors). The asset casts shadows correctly unless I change the monitor sub material from 'Illum'…
thanks a lot brian. if i underatnd this right, i have to implement code in every cgfx shader i use for each animation i want to support? is there a way to use the maya uv placement node of the cgfx shader in hypershade to feed the cgfx shader with the animation data? we would need this to display our game shaders in…
Thanks! Unfortunately, I have a few issues with those textures. Specifically: - Those textures do are not sampled properly at all if my shader has no decal:add or decal:blend - I get a completely random surface texture within _CameraGBufferTexture0 and others if I attempt to read it from an ordinary opaque shader. -…
Hi all, Does anyone know how to use the custom shader in Maya's transfer maps to generate a normal map? I know you can already use the normal button in transfer maps but I'd like to use the custom shader for performance reasons (since in Maya 2011 you can use multiple processors for the custom shader in transfer maps)…