Thanks poopipe Please , share a link to your simple implementation. I never managed to figure out how people do it. Prefer to understand it myself first. As of rolling out brush my hope we can have a uv stripe follow a bezier curve through a pixel processor or fx map. It could be used to map anything along and scale the…
used octane render a while ago, it is cool but only in a frame by frame render, where each frame starts as a blobby mess of large pixels and becomes cleaner after 2minutes I would never expect it to do realtime 30fps visuals, octane render is definitely not a game engine but it sounds like maybe in the future they will…
thanks for the links guys, i'll look into them. I currently went with loading a video file from which the value gets sampled, which also works, but it's incredibly slow and heavy for the system so I have to find a way to create a video frame buffer that pre-loads the video file before I go and sample the pixels. anyone any…
I went by Valve's example with the ribbon, they didnt add any definition to it, so I did the same. And to conseve UV space, it's literally a 20x20 pixel space with unified UVs. I agree, it kinda stands out in the 'pure' Maya viewport but I think it works well in game since it's such a small amount of screenspace and the…
Good Progress. I would add a gradient to the roof and do a levels adjust on the textures and make all the black a really dark grey. Maybe some supports underneath the roof overhang? Looks a little bare in there. You could do the shadows under the overhang with a simple alpha too. How's your UV pixel density? Looks a bit…
Cool, spent some time making the LED screen shader. Red from the image illuminates the red "leds", blue does "blue" and green does "green". This shader has a few settings like a real TV: brightness, contrast and working on refresh rate. You can also define your "monitor resolution" and if you want square or rectangular…
Check out Irrilicht or something like that, it's a pretty schweet engine with Per-Pixel Lighting (AND ITS FREEEEE!!!) Also, check out Ogre3d for the engine. I always thought a fast well done multiplayer third person shooters or just third person game would kick ass. Something with some kind of melee fighting? Sort of like…
I'd worry more about the huge difference in texel density in your example. Those button thingies could probably have a bit more pixels than the body, but they have way more. If I was to partly mirror it, I'd go for something like that, with a 4:1 texture. I used LSCM and straightened the vertical lines, but cylindrical…
Yes B for sure of those, but since you're working with UDK you're in luck as it supports using different UV channels. So you could map all areas that should be illuminated using a new UV channel on a small texture (perhaps 256x256 or so) and still have the same pixel density as the other texture maps! A bit more work, but…
That being said, I'm sure many people can find use for it working with game assets. It's after all a pixel based painting program with deep PSD integration(and adjustment layer if memory serves me well), procedural layers such as fractal noises and more. I really think it's worth for any texture artist to at least give the…