modelbecause its been A while since ive used Unity heavily, this prop served as a refresher on exporting and importing Animated objects into the engine. I even went as far as setting up a blend tree and script to have the prop react to having objects set on the button, Ill have an example of this posted with the next…
I'm looking up a bunch of stuff my friend is linking me. I guess I was coming to a dead end with my current texturing skill set. I'm going to use the 3dsMax script posted in the news for the gradients, after that I'll look into how I can handpaint everything with a nice uniform style close to the concept.
I worked at a studio where the Environment Artist would create an entire play area inside Max, the Level Designer would place extra collision, monsters, NPCs and scripted events. Experiencing a variety of engines is good, knowing how to deal with the quirks of Unreal & Cryengine will better prepare you for the quirks of…
The reason for this is explained here in the normal mapping category. http://area.autodesk.com/blogs/shane/hotfix_4_3ds_max_2011_3ds_max_design_2011 Optionally you can average the normals of all the vertices which are planar, this would reduce the distortion and make it possible for the normal map to be used on a LOD model…
really good work! congrats! did you use any cool tricks eg custom shaders or a bespoke particle system or some wierd awesome texture sheet script? Did you come up against any really complex problems that you had to solve? Im making quite a bit of unity vfx lately.
Try the Welder script from scriptspot, it'll create splines at the intersections of two meshes, and either bunches a couple of noise and TS modifiers together for quick'n dirty seams, or extrude a weld shape (though I haven't gotten it to work). I've used the resulting curves exported as geometry to mudbox for some…
Depends what your uv layout looks like. - You could split smoothing groups at the UV shells ( my favorite ) - You could keep it all on one smoothing group ( first option is better imo ) For option 1, you can run a script inside "TexTools" that splits the smoothing groups at UV shells. :)
Been working on scripting.. I've built a function in ue4 which lets me divide an images into sections and lets me use a number to call a certain cell Need to figure out how to build a blueprint and then use that to randomly select a number to drive what texture to place on the colored areas Progress Shots: (dDo) ( Maya)
thanks for the replies. paulsvoboda: good link, I've looked it over and I'm quite confused. guess I should just plug that script in and see what happens. Oniram: making the gizmo plane handles bigger definitely separates their selection spaces, which makes selecting them a little easier. anyone else have any ideas?
I was miscategorizing curvewarp.lengthScale thinking curvewarp was an attribute, it is actually a node itself. Spire2 from cgsociety pretty much writes the script for me here: http://forums.cgsociety.org/showthread.php?p=8365118#post8365118 although he uses functions I've yet to learn, which makes sense since I've only…