[ QUOTE ] There's an Ogre particle editor beta, also open source like said graphics engine. May be worth checking out? http://www.ogre3d.org/phpBB2/viewtopic.php?t=8535 Haven't tried it, can't vouch for it, yadayada... [/ QUOTE ] BTW, an example of a particle script: <font class="small">Code:</font><hr /><pre>…
I think he's referring to the 'time required', V2 increases linearly and has a constant time requirement of 3 seconds vs. Max of V1 which goes from 1 to 4 seconds.
Made a little progress. Tried a few different types of fog volumes after reading up on the types in the UDN manual without much luck. None of them seem to be able to act similar to the Exp Height Fog's start distance attribute, where it's virtually non-existant near the camera and thick towards the edge of the environment…
The problem with this question is that you will get many answers from Zbrush aficionados claiming that sculpting first is the way to go (no offense intended here ! :D ) But the problem with that is that since you come from a lowpoly background, you are very likely used to working with extremely responsive scenes (running…
Yeah in Gears 1 they used detail normal maps on everything, so I would imagine it's in UDK somewhere. By definition detail maps fade based on distance from the camera, that is the whole point of them. You don't see them when you're far away to avoid noisy shit looking texture, when up close they fade in linearly. Generally…
Absolutely sure there's not anything on the bottom there? (even something like a quad loop for the inside of the sleeve) That kind of linearly interpolated darkening just typically only happens when there's an extreme change of direction (>60 degrees) across a smoothed vertex.
Well, in general my philosophy is to work non-linearly - that is to say, bringing the sculpted parts into a regular 3d program as early as possible in order to be able to assemble everything there as opposed to being stuck in zbrush (and thus not being able to preview things like they will look in the end) So my advice…
If I correctly understand you there is a way to do it but thru file edit. If you go to your QUIXEL folder ...\script\presets\Materials\... or your shared presets folder you can find a .xml file called like your material (just search it there). Open it with Notepad of Wordpad and you will see something like that. (If more…
Picking between such linearly defined people is not something that I would easily come to a decision on. I think the best option is a mix. I have known some incredibly talented artists that just can't seem to grasp how their work interprets to a game ready object; and other artists that reach the entire other end of the…
I'm begining to like this forum, lots of good feedback still coming in. Thanks DizzyWalnut and BounchFx. Listening to the feedback on the climbing animations is making me wish I still had access to those max files at the studio. Suppose having just a slowed down render of the movie will have to suffice, until there's…