To update- the bottom right design won, so I took the time to finish that sculpt up :) I've decided to start adding the lore behind these beasts, in case people don't feel like looking it up :) The bakunawa is from Philippine mythology, a sea serpent believed to be the cause of eclipses. I followed the description giving…
I uploaded a new version: Download ShaderFusion Public Beta 02 Heres the change log: *Fixed U3B5 bugs. *Fixed VertexColor node. *Added SceneDepth node - Get the depth of the scene behind the surface that is being rendered. *Added DepthBlend node - Get a blend value based on the scene depth and the current surface depth.…
"Normal Thief" a 3dsmax script and "Slide Normal Thief" MEL for Maya, will help get the shading right on the clumps of planes. Eric Chadwick did a great write up on the wiki about it, lots of good animated examples. http://wiki.polycount.com/wiki/VertexNormal#Foliage_Shading Basically you're aligning the normals of the…
[ QUOTE ] Did you try customizing the edge color? [/ QUOTE ] Yeah, I tried it with VertexPaint [ QUOTE ] Do you have the viewport in a mode that shows edged faces (ie. wireframes overlaid on the shaded model)? Look in the help for "show edged faces" if you're not sure. [/ QUOTE ] Yes [ QUOTE ] Does this problem occur only…
speed critical is a very stretchable statement, if you want to code a crysis like engine, then yes you would pick whatever is fastest. But taking farcry or other games for instance, often game related code (ai, mission...) is coded in high level interpreted scripting languages which are even slower than compiled stuff such…
Reset Xform first. Convert to Editable Poly. Never collapse to Editable Mesh. Some things to avoid here (learned thru painful experience!) http://wiki.polycount.com/wiki/VertexNormal#Editing_Normals_in_3ds_Max
as its still pretty early i dont know what to comment on, cause i wouldnt want to tell you what to do with your game but i do like it, subscribed to your yt channel and i'm awaiting further updates :) i dont know if you know how to get rid of the shading issues of the foliage, but i will link you this nevertheless:…
Problem solved! See UEanswerhub for more details: https://answers.unrealengine.com/questions/195802/ue4-landscape-height-blend.html Summary if anyone else run into problems trying to get landscape height-blend with tessellation to work: Some of the fixes i applied that made it work : - Enable tessellation, add Flat…