if you want something to just pop into the world then yeh set visibility is the way to do it. If you want to change opacity to something translucent then using the material parameters is the best way to do it. if you want to use linear interpolation (lerps) to transition between opacity values then you can use timelines to…
this is really nice! I actually like the latest lighting changes, minus the really dark corners. you could try lighten up darkest areas by adding a point light with no cast shadows and quadratic falloff set to off, light exponent of 2 to get a very linear falloff, and very low intensity value.
into the uv space you should try to linear straight the barrel and even the ropes, here's an old thread from Jeremy Klein that might help you understand what i'm talking about http://www.polycount.com/forum/showpost.php?p=1875662&postcount=7814 even so it will help you tighten the uv space
Hm, I remember hearing claims that bones are actually less ressource draining than vertex animation (less animation data, one matrix transformation per bone rather than one linear interpolation per vertex) and consoles cannot handle vertex animation but I guess that was talking about current gen...
also, @PixelMasher , thousands of free keys? we sent out maybe a hundred... would you say that's waaaay too few? I suppose it kind of depends on the game. In our case, its a linear turn-based strategy game. Very niche, and a more antiquated game design in that it's one-and-done experience.
do the following to get rid of fuzzyness Customize > Preferences: Viewports tab > Configure Driver: Background texture size - 1024 match bitmap as closely as possible Download texture size - 512 match bitmap as closely as possible MipMap Lookup - linear then just toggle your material view on and off and it should update.
Spheres: Its in that link I posted, Just place certain spheres in certain areas based upon your needs. Scale them appropriately. Double click on the texture node in the material editor for the material, find "Material Expression Texture Sample" then under sampler type, there is a drop down for the linear color option.
How will the chains hang from the top? Will you hide the top with a dark/hellish fog? It might be nice to have other skeletons/bones of deceased people to destroy the symmetry (on the linear path). I even pictured cages attached to those chains. Have fun playing with the scale of objects and good luck mate! ; )
Hi Thomas, never easy to animate.... However this does take a lot of the work out. ipisoft kinect has lots of other nifty features like tri-linear jitter filtering. I can make great animations about 50 times faster than I used too. Thanks and Cheers
Batch Bake(Mental Ray) seems to work with 1 object with multiple materials. It will spit out as many textures as you have materials on the object. However they are corresponding to the UV layout. So it is just a matter of adding them together in a 2D-editor. Literally adding, as in Linear Dodge(add) if you're using…