I messed around a bit with example1.frag and I think I've got what you're looking for working. //provides FragmentState
#include "../state.frag" //provides misc params like 'uCustomTime'
#include "../other/customExtras.sh" uniform vec3 uColor; //color name "Color" default 1.0, 0.35, 0.2
uniform float uSpeed; //name "Speed"…
This is just one way to do it. One uv set, animated uvs are created in the shader. Hit play to preview. Use an alpha channel on Detail/lightning texture Composite mask slot is the detail map mask in your image. Shader "Custom/DetailTexture" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _DetailTex ("Detail Texture…
Thx Benji! @scyth: awesome man, i love the lower body pose of 1 and i love the upper body of 2 xD @Hazardous: i'm jealous @Guedin: AGAIN, i'm jealous @Intervain: love it @MM: superb work dude @Terrabite: nice work dude, bought her today! eventhough i dont have the time to play anymore xD @almighty_gir: daaang that…
Been tweaking the materials a bit more today and posed some more skellie-boys: @allmighty_thunder thank you! @oraeles77 I baked the skulls and bones from my sculpts (so no, not made in Substance Desginer) and use the height-maps in my graphs. And here's my wire frame: I'm tessellating all the modular assets so I can…
Hello! Here is my low poly wire. Right now It is just under 24 000 tris. Don't know where else I can optimize. Tracks will have to do with single object and tiling maps (on separate texture sheet). When I tried to model low poly version of each track to keep its shape, it came out to be another 30 000 tris! Even though I…
problem with the latlong env maps is I am getting the following error : Warning: (Mayatomr.Custom) : C:/Program Files/Autodesk/Maya2009/mentalray/include/latlong_lens.mi: couldn't find shader libraryAPI 0.0 error 301031: call to undeclared function "latlong_lens"Warning: (Mayatomr.Scene) : output data type "rgb_fp" not…
Step 1: Get Photoshop/Illustrator/Gimp Step 2: Get VTFEdit Step 3: Get the UV Maps ( which can be found here: cdn-01-origin.steampowered.com/apps/csgo/workshop/workbench_materials.zip ) Step 4: Create your artwork using the UV maps. Step 5: Export/Save as .TGA Step 6: Open VTFEdit, import the .TGA file, then save it as a…
I have to reply to this thread. Watching the news and reading everyones comments on the interbuts is seriously bizzare. 4000 people died of regular flu here in canada last here. 30 000+ died of regular flu in the USA last year. And yes these are prob your more senior members of society. And everyone always says swine flu…
The issue is that the low poly is only one part of making a model. You keep saying you're going to apply a normal map but I haven't seen you post a model with a normal map applied. How are you making the normal map? I don't think you're making a subdivided high poly and baking it which is the workflow most games use. You…