I upped the bulkiness of his entire upper body. I think that parts looking a lot better now. I'm still having some big problems with his shader though. It just likes to leave weird shading 'artifacts'. In the pic below you'll see them around the divider between Chest / Stomach. On the right side chainsaw (how the shading…
I'm trying to create a "laser wall" in Unity that's similar to the reference image below. I'm thinking about modeling a plane that has the desired shape, creating an emissive texture for the laser effect, putting a material with Particles / Additive Shader, then using a script to animate the intensity and noise to make it…
Hi all, I am trying to make standard reflective material for environment and some multicolor reflective shader for a diamond. Any tips / help would be great. Cheers I have gone through all the info at wiki and major help sites for UDK, after that I am asking here. May be i missed something.
I'm sure you can do it many ways, but is the following screenshot how I should be adding details to a plane? Do I put it in, then try hook it up to the larger shape? I want to add a little slot for the control pad of a Gameboy in this case. Thanks!
Whats the best way to achieve a nice looking tree in unity. I have modeled my tree and textured it but built in nature bark and tree shaders dont look good and receive shadows. What do you recommend? Thank you.
I got a question that has been bugging me. Is it at all possible to some how project how a shader renders out any color maps in the render window and bake that same style onto a texture map? If that makes sense, if not this image might help put my words into a more visual understanding: They combined CS with max right or…
It's a clever trick. I believe they're using a cubemap. The benefit of using this technique is that it's quite fast since there's no dynamic lighting involved, and you can easily get that toon-shaded, dramatic visual. First, they must generate a "lighting cubemap." You can build a self-illuminated mesh volume with flat…
Hello again ! i was wondering if anyone has an .fx of a toon shader or any pertinent information on how to create an aproximate effect , right now i was gonna tackle it by using an inverted model with a bit of push with black material and inverted normals , and self ilum set to 100. But thats the most i can do in realtime.…
since im a total noob assume i know nothing.. so as a new dx9 material i try and load either ben clowards or style's shaders, but neither work. for both it says error loading file - no valid techniques found what's this?
I set up a vertex paint shader following the UDK Modular Masterclass from Eat3D and yeah it doesn't work. the problem is I can't seem to paint on to my mesh.