Thanks Marine, I added a bit more, I think it might be worth whilte to write a bit about the financial success for content creators after the TF2 contest. http://www.pcgamer.com/tales-from-the-steam-workshop-we-talk-to-modelers-making-six-figure-sums/…
There is a good tutorial for FX Composer on the page that links to the download: https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/FX_Composer_Quick_Tutorial.pdf There's also a tutorial on setting up a postprocess shader: https://egdev.wordpress.com/2013/06/01/postprocessing-shaders-using-fx-composer/…
Yeah, I can't stand Maya 2014 because of the constant script editor feed so I usually work in 2013. This also means I don't have a whole lot of experience writing for things involving the Modeling Toolkit. Glad I was still able to be some help, maybe someone else can modify what I have to work with the Modeling Toolkit. :)…
I have but everytime i did something some other part would break and crash max a lot. I've actually been using max since its 2013 version came out and it was pretty much annoying and time consuming to UV large environments. I was previously using headus until I found 3dcoat and ive never looked back since but im not sure…
These are my settings, are they okay? I have just tried FBX settings General Options - > check default file extension under include -> only smooth mesh is checked and reference container content under animation - > check animation under bake simulation -> check bake simulation under deformed models - > deformed models and…
thanks for reply. :) Example 1(metal): If you want a cube mid-iron and aluminum -metalness map: all white -albedo map: how can I split the metals? -glossmap: as you please example2 (non-metal): a cube half wood and plastic -metalness map: all black -albedo map: wood with the texture (without AO) and the plastic? this link…
my experience as well in mudbox 2012 and 2013 with all available servicepacks applied. stencils no matter how high resolution can end up badly pixelated when painted through. in my experience the issue can be somehow worked around by zooming in/out a bit before painting. suffice to say stencils are among my least favourite…
At the moment I am not sure to be honest, one thing we will take seriously is community feedback when it comes to the type of game it will be. When making a game with a pre existing fanbase,the last thing you'll do is make a game that will piss off said community. Alot of game websites are posting up their interviews so…
Hey all, so we`ve been sitting on some pretty exciting news for awhile now and finally we can get it out there :) Warframe will be a launch F2P title for the PS4. I was apart of a small team working on this launch trailer and it`s finally out - http://ca.ign.com/videos/2013/06/05/warframe-is-coming-to-playstation-4…
When I saw your work for the first time, I thought it looked ripe for belonging in Killer Instinct's universe. And I don't say this in a negative way. I'm under the current impression that if you match that artstyle and level of detail, it would hugely benefit your work. Especially now there's the 2013 remake of that game.…