Yeah sure bobby kotick's wage is massive, but it is also a tiny fraction of the companies yearly profits. Also most of the wage was based upon stock awards, from his $159 mill in stock. yeah its a bit shit but you have to look at it in context, its not like the company brought in 100 mill, and he brought home 60 mill out…
Hi all, I'm playing around with the mid poly workflow in maya and had a question regarding the workflow from modeling to texturing to engine as I have yet to find a proper answer on this from the different tutorials I've watched. This is my software setup. In case software version matters. Alot of research I've seen is…
oh i have no idea how to do this in cryengine... in UE4 you would do: constant(number of times you want it tiled) -> texture UV's = your tiled detail map tiled detail map * weight map = final detail map use blending math of your choice to apply final detail map to material. for example, to simulate photoshops "overlay",…
Alright, so I moved the vtf's and vmt to materials\models\weapons\metal_pipe "VertexLitGeneric"{"$basetexture" "models\weapons\metal_pipe\pipe_final""$model" 1"$surfaceprop" "metal""$envmap" "env_cubemap""$envmapmask" "models\weapons\metal_pipe/pipe_final_spec""$envmaptint" "[0.5 0.5 0.5]""$envmapcontrast" .5} $modelname…
Animated UV's: 1. Select the UV's you want animated, have them in the upper left quadrant already. 2. Go to Edit Polygons -> Move Component (you'll get a polyMoveUV node). 3. Key the values of the translateU and translateV at frame 0. 4. Go to the next frame, set the values to 0.5 and 0, and key it. 5. Frame 2: 0 and -0.5…
So i'll preface this post by saying I wasted quite some time by completely over-engineering at the beginning my modular kit. I was so focused on trying to make it as modular as possible that I forgot it's supposed to be easy to use too. I'll put all the planning and stuff I was doing here to remind myself and anyone else…
Yes, thats what I said, this will only show you the fresnel on everything... What you could do however, is to multiply your ao map by inverted fresnel, and then multiply that by 0.5 (default specular value) and plug it into the specular slot. This would make your material have less specular reflections on the fresnel…
They are based on the Tom Baker era Daleks, except with a few modifications in places (the "chest" area is more similar to the 2005 series ones). References were taken from the Dr. Who Technical Manual (a very handy resource for early Dr. Who stuff, It's uploaded on scribd somewhere from memory), the web and a couple of…
Hey man, your reference image is cool and I'm looking forward to seeing what you do with it. It might be better to start by modeling this in a T- Pose and then posing it once you are happy with the figure of your character. This will allow you to use symmetry as well as check your character against a number simpler…
Hello guys. I tried to modified Mesh Info by Roger Hyde to looks the way I like, which is mimicking how modo looks like, here is the code so far:----------------------------------------------------------------------- Based on Mesh Info by; Roger Hyde--…