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Posts posted by omid3098
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what about SkinMorph?
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I can suggest other game engine forums too. specially Unity with too many indie developers.
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looks very good!
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if you convert 3d max hairs to mesh, they will be almost 300k tris.(depends on hair density) so you should use plans for hairs and then make them transparent. as Lumooja said.
maybe this thread can help you.
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[pushed thanks botton]
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looks good so far!
and what do you mean by decals?! projecting a texture on models inside editor?!
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Blender may have some good design ideas that I can use, but as far as entwining my company's future with a product that they can't even give away for free, I don't see any reason I would want to do that.
I think using blender to help your engine become better is just like using newton to help your engine become better.
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basically I'm totally agree with original post. and will appreciate this kind of plugins/tools or what ever!
usually artists needs more easy ways to transfer their models to engine but they can't do much with that as they can't code much! in the other side programmers just use these softwares (like blender) for creating some simple models to fill up their needs, and usually they don't challenge much with modeling softwares. so these Ideas will hang in artists head. (in some cases forever!)
Long time before I was thinking on how to render with leadwerks engine in realtime 3dmax viewport. (which never became true!)
the Idea was based on deference between environment modeling and level design with other parts of game creating.
It would be amazing if what you are modeling/texturing in 3dmax was the final game engine view. and in the other hand to use max/maya/XSI/Blender as engine editor. (I know that is dreamy)
how ever now it's possible to model in a good realtime view such as engine quality, but it's not what you get.
if there were any collaborations to work on something like this for max or even blender, I can take a part with 5 hours per week.
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normal maps will not be visible without direct lighting on them.
you may need a specific shader for this..
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you don't really think that he will release a new version for "fix undo button", do you!
so probably six months later you can use it in LE3!
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3d sphere with a toon shader is like a 2d plan with a toon texture.
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store veryex color per instance. (so it needs vertex paint in it's own editor)
Silex like sky and whether system.
powerful material editor to create and modify many kind of shaders. like blender material editor or unreal.
cutescene editor
better terrain tools for sculpting, and texturing.
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sliders for post-processing effects.
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did you checked what Rich told?
I think that is better than to ask Josh.
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just as you told, you should use your normal texture (cactus1_N.dds) in bump secsion. "not height/bump texture"
other things are correct.
and I have no Ideas about lightmap!
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so.. maybe you can add to your notes to support skin and sway shaders
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hmm..
can you make your texture toon(simple photoshop filter) and use hard alpha?
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Cut skin modifier, add Editable mesh modifier, add Editable poly, past skin modifier, re export.
PS. very good model!
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very good pixel!
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thank you! downloading now..
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yes, I tried to open materials, edit and save them.
so.. it seems I should not do this!
hope this fix in next versions
thank you Nicolas..
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I can not save my materials.
it will make my diffuse texture to 0kb and will crash.
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