Hey guys, I have this shader I've been working with in Unity. I'm not a programmer, but it's been doing the trick. One thing I dislike about it is that it overrides the 'Colour over lifetime' modifier in unity, which I would really like back. I need the animated Uv stuff this has on it though. I'd rather plug in b/w…
Oh, HELLZ NO! UVs are so quick and easy. All you have to do is split the 3d into parts that work in 2d and use those splits to generate the flats for the translation. It's a dimension-translating IQ test. Who doesn't like IQ tests? ;D
No. Use a texture and a loop. Looping the pixels of a 1d texture would look like this in a custom node: Inputs of the custom node: Tex - Your texture XRes - Texture resolution The actual code: float StepSize = 1/XRes; for(int i; i<XRes; i++) { float3 RawValueFromTex = Texture2DSample(Tex,TexSampler, float2(StepSize * i,…
There is a lot of competition in the industry, especially for entry level positions as a lot of people trying to get in simply do not have what it takes to produce industry level work. The reasons for this are many, but the most common are unrealistic explications of what the game industry is and schools that pump out…
Custom lightmaps were possible in UT3. AFAIK this feature was cut in UDK. Lightmap or not, there is obviously a problem with the exporting method (or rather, what I do with my mesh before I export). Some of my meshes are quite fine in XSI and then turn to trash in UDK. See this thread:…
I don't agree, some of dirt and scrapes is okay to make the texture feel more real and of higher quality, having flat surface instead makes factory new skins look like plastic in a result. It is just important to keep balance imo, so it doesn't pan out of control. BUT perhaps the amount of dirt is already being a bit too…
Good work so far. HP is looking pretty bakable. Just some thoughts bouncing around when I look at the model. I'm all for the use of floats, And they are often much faster and more practical in a work environment. That said. Two things 1. I personally like to challenge myself and model geometry as it appears in real life.…
hnmm ,, what about box projected cube mapping ? if we had that than this other stuff wouldn't be necessary, http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/ Anyone interested in porting it over to UDK ? The reflections look so nice... The above link Even has some code demonstrated there.…
So after getting someone with Maya and Turtle to bake me some example radiosity normal maps it turns out my maxscript is creating comparable lightmaps to turtles (normal basis wise). So the problems i'm seeing must be shader-side. The shader function I have for calculating the lightmap output is as follows:float3…
I'm experimenting with the brushes, but I'm not quite sure about what setting to modify to get a brush with sharp angles and flat faces, for example these cracks here: the default Crease Polish and Crease Sharp are too rounded, and in the screenshot above (from a youtube video) those cracks are used as "drag stancils", but…