Hi guys. I've been adding some procedural scatter nodes to my 3Gen plug-in for Autodesk Maya. What do You think? Any feedback would be appreciated. Youtube demo: https://www.youtube.com/watch?v=sb89nHNzOJw&t=129s&ab_channel=NemanjaStojanovic
Hi guys. Hoping someone could give me some pointers on an effect I'm trying to achieve. I thought it would be quite simple but really struggling to understand why it's not. I want to create this: A paper lampshade where the light is visible through the material, and falls off as shown in the picture. Bright in the centre…
I believe Modo uses a flavor of Catmull–Clark subdivision, which will never give you a perfect circle, but most of the time, I feel like 32, 64, 128 is good enough, depending on the size, scale, and how close it will be to the camera.
A bit of what the highpolies look like for this project. The nice thing about this spec is how quick and simple the HPs can be. When it all gets crunched down to a 256 or 128 a quick chamfer job looks the same as an actual subdivision model.
Hey, interesting question. There's actually two passed in the shader. The second pass is reflection only. I think I switched to this system in 1.3, solved a lot of problems with hitting SM3.0 limits. So it is additive. Thanks all for the nice words and examples !
@Novian - This is a CS3 specific error, this will be fixed in coming release but until then you could if possible update PS, you can also try to roll back to the 1.3 version of the suite for now, that should work! Really sorry this is causing you problems!
...Zergling... rush?... must...hold.. back... tears....oh the happiness I just came a little And ingame video http://tvpot.daum.net/theme/ThemeView.do?themeid=122&lu=t_c_theme_1 uhm watch it till the end.. awesome stuff in the end ;D
as far as i know the first source games had no specular just cubemaps, that faked specular.. HL2 Episode 1 or 2 was the first source game with phong shading, which they advertised as the new black ;) e: http://www.garry.tv/?p=121
lol no of course, my computer lags like crazy when i load up UDK with one of the default meshes or levels, or one of my assets (at like 120 tris) But, in max I can goto about level 6 of turbosmooth