Not really, since UDK (IIRC for the open Clamp node) clamps it automatically between 1 and 0 again and you need to declare manually (or do it through the IF node) to get the correct math a la Max. Use a Custom node instead and put this in it: return max(A, B) ; Then expand in the input Bar in it, and Put in A and B for…
Hey man, it's looking better ^^ I'm not really sure how you approached the animation but what I would suggest is to break it up into several sections. Right now it's looking like you went with the flow and just animated her as you went along. Pose her in keypositions first and then you'll be able to get the timing right by…
You have a good attitude, keep at it. I can see you have a good eye for shape, just need to sharpen your fundamentals. Work on getting a solid normal map baked. This starts with an efficient and attractive high poly, and ends with an properly optimized low poly with ideal topology. Try smaller exercises to work on map…
Multi-Material are the way to go if you want to effectively tile your textures on a an environment piece, unless you are able to make a shader that splits one texture into 4 parts without seams, that's how most buildings are done. Or you could use Mask-Maps in your RGB channels. Also, while they're not cost efficient on 1…
Method 1 is usually better with an asset like this, which is probably being scattered around a few times in an open world game. The game loads it once and keeps it in memory, then it's easy to render each copy. Today's hardware handles a lot more vertices with ease, but draw calls are still a bottleneck. I think what…
This is awesome! For someone who hasn't had much experience with animation, you're doing amazing! Something that might help you is the 12 principles of animation which is the academic basis of most animation today. Some of them are more specific to 2D art, among other things, but the stuff about Follow Through, Squash and…
It is Unwrapped? The problem is, that you have an arc and it's trying to follow it with the texture. This way i don't think you will get a nice "Stone Arch" feel. What you could try to get the arch is, use this arch as kinda the basis and model single stones (do a lot of copy and paste and symmetry, you can follow the…
Hi Poopipe, I've seen this before, the issue is actually present in the substance shaders too, I was never able to diagnose where this seam came from since I assumed the texture lookup would just repeat when doing the equirectangular sampling. I took a look around and couldn't find much information about it but it does…
I dont know whether 3DSMax has the same thing, but Maya allows you to upload meshes onto the VGA via a plugin called (IIRC) Alembic, which makes handling highpolys waaaaaayyyy more manageable. You still have to import them the normal way, but then you transfer the load onto the GPU and it gets way smoother. A little…
So does Google Market just ignore any previous cease and desist? Did Zeni just figure it wasn't worth the lawyer fees to have to report every single time? At least one of the ports has been on almost a year. Night-finger typing = pita for any long post. Here:…