Thanks Bugo. Working on help documentation as we speak. I'm already at 16 pages filled with useful information and example images. Think I'll end up with 20+ pages. I will have spent more time writing the help docs than the actual shader. Hopefully it will be worth it in the end :)
Either way, when you make it your career, you still do it at work and need to stay up to date. My point being, thinking in the long term. Is worth doing other stuff in your 30s and 40s that does not involve sitting in front of the computer 16+ hours a day.
dude, 4x4 is 16 nice improvements with the painting, its nice to see ya explore more with atmosphere and space as opposed to plopping objects in some non-descript area. gogogo! keep crankin! keep up the "big brush" idea, dont let yourself get obsessed with details yet
Hi guys, i want to make a 2k texture with 512x512 decals on it (16 decals total). how can i manage to get just the right decal i want to have when i act with the decal function in the engine itself? i think i need to pan to the right position but how?
Does anyone know how I could go about baking cross-sections (could just be alpha masks)? I was inspired by how SotC did 'volumetric' fur, and I'd like to try making an 8 layer (16 tri) tileable patch based off of cross-sections taken from a high-poly patch of grass.
Never used World Machine with Unity but I've fiddled with Unity terrain, which expects the height map to be in a 16-bit RAW format. I'd assume that you can just import the .r16 to Unity or just change the extension to .raw in Windows and it'll work just fine.
Even if it is a hero prop , generally I use 16 sided cylinder I think its wrong. If I'm working on a game asset my main purpose should get a clean bake without any jaggey edges. It 's all about situation or game style.
Wasn't the grid in UE3 based on powers of 2? As in the default grid could be changed to 8, 16, 32, 64 units etc... Maybe OP came across some older material about 'staying on grid' and the powers of 2 values caused some confusion. Just a guess...
Haha! Cool interview. Seems like a nice laid back guy. Being a Canadian that has had British citizenship (and been living here) for over 16 years, I can totally see where he's coming from with the last question - and found it pretty funny.
Yep, the feathers each use 16 tris each, but I'm pretty sure I can reduce it down to 10 per feather, and still have it look good. The rest of the helmet is a very polygon conservative shape, and most, if not all, of the detail will be with textures and a normal map(s).