Took a break from the sculpting since I have spent too much time on it. Did some bake tests, and am working on prototyping the glass material. My references have very wide and even specular sources which makes the glass appear much more diffuse than it really is. I did find a single additional image that has better detail:…
I studied it from youtube videos posted by Alegorithmic . They are all there. Sometimes too long and annoying but still ok . There are few things that covered there not well enough imo: 1. scale relations/primary input each node of several inputs have a primary one marked with a dot . it's where texture scale goes from one…
Ahh crap... I figured that would happen. Curse you again Max2008! Good thing I decided to post a screenshot. When I get a chance I'll convert it over to 9, but I'm not sure you'll need it by then you're picking this up pretty fast =P For dramatic lighting you want to keep the dramatic lights from shooting light into the…
not necessarily. bsps are really great for blocking out quick shapes. they are kind of a pain in the ass when you get involved with adding and subtracting bsps.. but really it all depends on the engine. ue4 still uses BSPs.. and its even better because they're realtime. :) our engine at work still uses BSP as well.…
Sweet artillery man! I'd also like to see some flats, and I hope Bugo comes back to give us a tut on how to make that brush, I've been trying to find a good scratch type brush forever. Oh I'm also curious to see your setup for rendering in Unreal. Just a grey subtraction? Or a black skydome or something? The renders in the…
@joopson make a shelf button like this!import roundround.round() @ prolow you could drastically cut down on the amount of code needed if you would use the point and vector classes from either OpenMaya or from pymel. since that way you would have method available already for adding, subtracting and doing your dot and cross…
Sorry, what I meant was we have to build collision volumes for our props and I'm looking for a quick way to generate a convex hull ideally by selecting verts on a model in maya. Havok comes with an auto generate convex hull from selected model but you can't add or subtract verts once the hull is generated you have to…
Thanks throttlekitty. I don't use Maya unfortunately. I forgot to mention it earlier but I think I can guess how the set up is done. Any chance for a 3dmax set up? Especially how to clamp it to 0 to 1. I will try to see how I can do this in 3dsmax or Blender. The problem is the nodes type to multiply, subtract and clamp…
have you tried going to "file" in the upper left hand corner and selecting export and export all, and choose obj? I've never tried it will terrain, but I've managed to block out my current scene i'm working on in UT and then export as obj to max. It also seems to only really work with additive environments, when I tried…
Haha really Microsoft!? You already forgot your main demographic during E3 with too much focus on Kinect, now you're forgetting most of your users are male between the ages of mid-teens to thirties and love porn & sex, as well as JOKES ABOUT porn & sex!? Score another point for censorship & prudeness in the USA, subtract…