Hey All!, I'm having some trouble with Alpha maps in UDK, I cannot figure out how to stop the map from causing so many jagged edges on the cards i'm using for the hanging spore sacs and the vines. Is this a baking problem when baking the alpha down? Or is this a compression problem in UDK? Thanks so much! -Stockwell
I used a Nikon D5300 with ISO-125, shutter speed 1/60 sec. and focal length of 52 mm. I think the trick is to get enough light to keep the shutter speed low so you get sharp pictures in even lighting. And I wouldn't use an ISO above 125.
For having interesting color palettes with stylized looks: Bioshock Infinite, DmC: Devil May Cry. For impressive tech on at the end of the console generation: The Last of Us and Remember Me For non realistic rendering, Ni no Kuni: Wrath of the White Witch For favorite next gen tech: Killzone: Shadowfall (and all their docs…
Hmmm... can't configure normals as easily in Blender as in Max... Trying a different approach: - 1.0 into transmission mask - hook texture up to emissive as well... Seems to be doing the trick, won't know for sure until I get home and test on my large landscape scene (work puter has no SM3 card).
That looks pretty cool Anuxi. His right arm, the one without the Linkens, could maybe be a bit further back like he's winding up to throw. Here's a quick test of the tree in game. I need to reposition it but for a first try using a decompiled SMD it works better than I expected.
it's turning out really good! as others have pointed out i still think you have to fix the perspective on all the objects. Also i feel like there is not too much going on here, maybe you should put sme more characters in the background? having a tablecloth would also work...
I just tried that, It orients them just like before unfortunately, take a look: https://gfycat.com/TerrificObeseBeaver (Sorry if it's too sped up, 15 sec limit on gfycat, you can press the "-" button to slow it down) (Doesn't work either with Point\Orient Constraint or the Maya New Match Options)
#facepalm why would an entire studio go OSX only? smh... Almost EVERYTHING in CGI starts out WINDOWS BASED... Horrible limitation they have bestowed on you guys... Better masking selections like in Mari and the ability to paint directly on the mesh hopefully in that beautiful render screen.
ugh...yep. I agree. simply the reason that I can look at a bunch of images in a few secs to get a better understanding of a model then some slowly rotating badly edited video is enough for not liking it. especially now with all the 3D viewers its really becoming an outdated concept.
it is not a stupid question teorically you dont need to use maya, just smd or fbx files are enough, but the ask for the original files for some adjust on their side, and as far as i know they use just maya you could try the dev.dota forum, they could give you a better information