Gamerankings lists it as released so it should be out in the US as well since they only list US releases. I've played the demo and didn't like it, if you subtract the uncommon visuals (well, uncommon for the big games we're used to, every second indy game these days uses that abstract style) you're left with a stupid…
No undo! arrrrrghhhhh! A lot of the theory about light and colour is the same as painting on the computer. However paint works on an subtractive colour system using CMY colour space. This means if you add all your colours together you'll get a dark brown and not white like a computer monitor. You get a brown and not black…
Four ideas spring to mind: Idea #1: Try multiplying your two diffuse maps, instead of adding them. Idea #2: Try adding your two diffuse maps, and then subtracting .5 from the result. Idea #3: Try adding your two diffuse maps, and then dividing the result by two. Idea #4: Experiment with different blend modes in Photoshop.…
The proportions in the concept are fairly consistent when it comes to aligning decorative and structural elements. On the upper staircase the stringers and mill work land almost directly on top of where posts would go on either side of the opening in the wall assembly underneath the second floor. The panel work covering…
There is a contest at my school to make a megaman boss in your own idea/concept of them. I choose Iceman. And here is my version of him. I'm at a point where I don't know what to add/subtract/change/fix. I was wondering what you think. I'm still working on some parts here and there. Also this is my first real character.…
Coming from and artists standpoint I am aware of the visual pros of using lightmaps. Not specific to UDK, but overall, I would like to understand the pros and cons when it comes to the technical side of things. For example, how much of an impact does adding light maps add/subtract from performance? Or better yet, where can…
Once you have the delta vector in there you can use it in the same way you'd use it in blueprints to 'negate the world origin shifting'. That is, by adding or subtracting it from the Absolute World Position UVs. Could you just add another vector parameter to the material parameter collection you appear to already be using,…
is hard edges really important? lets assume its a normalmap based workflow, then you place hard edges where you have UV seams, otherwise you get shading errors. So i guess the only info you need is the verts on UV seams? i mean yeah you can find both and subtract them from one another, but i guess only broken meshes would…
Not sure if anyone noticed this yet but what i found is that since my gloss map was the one always cutting off, there had to be something there that was causing an issue. I went in and changed a layer's blend mode in substance from subtract (as stated in the error text) to multiply and it exported fully. Though i still…
The bottom right has the math to extract my two masks. I subtract .5 to pull the 127 to 255 range (really .5 to 1) down to 0-127 (0-.5). Then I multiply that by two to stretch it to 0-255 (0-1), then clamp it in case any values were greater than 1. For the other mask in 0-127, I simply multiply by 2 to expand it 0-255,…