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Forum: Technical Talk 05-03-2012, 06:59 PM
Replies: 7
Views: 643
Posted By Vailias
:) to some extent red and green ARE contrasting...

:) to some extent red and green ARE contrasting and complementary colors. There is color contrast and value contrast.

Out eyes have 3 types of color receptors with peak responses cued to the...
Forum: UDK 05-03-2012, 01:42 AM
Replies: 5
Views: 407
Posted By Vailias
perhaps drive the material transition with the...

perhaps drive the material transition with the distance between the object world position and another 3 vector parameter, then set that parameter to be the world location of the particle emitter...
Forum: Technical Talk 05-03-2012, 01:39 AM
Replies: 7
Views: 643
Posted By Vailias
Choose what looks best. ;) pure complements...

Choose what looks best. ;) pure complements aren't always what you want anyway.

The notion of a complementary color, and even a color wheel, is a purely psychological thing. There isn't a...
Forum: UDK 04-25-2012, 08:13 PM
Replies: 6
Views: 582
Posted By Vailias
Yeah the first way you had was wha I was thinking...

Yeah the first way you had was wha I was thinking of.
Also be aware this will only work on curved surfaces. Any flat bit will be a single color
Also I made a mistake.
You'll actually want the...
Forum: UDK 04-24-2012, 06:53 PM
Replies: 6
Views: 582
Posted By Vailias
Sounds like you're asking for texture projection....

Sounds like you're asking for texture projection. You can do that with a light in UDK, but if you want to do it in shader it.. may or may not be doable. I think it is but I haven't developed a node...
Forum: Pimping and Previews 04-24-2012, 06:38 PM
Replies: 65
Views: 29,224
Posted By Vailias
yeah, F cups are pretty small these days. :) ...

yeah, F cups are pretty small these days. :)

Nicely done concept. Looking forward to it evolving.
Forum: Pimping and Previews 04-23-2012, 10:10 PM
Replies: 10
Views: 1,350
Posted By Vailias
The halfway there tooning is really visually...

The halfway there tooning is really visually grating to me.
I think I'd like it more with the airbrushed semi-realistic style of the face on everything, without the edge detection, OR have a much...
Forum: UDK 04-18-2012, 08:17 PM
Replies: 3
Views: 491
Posted By Vailias
You'll want to have the mag bone parented to the...

You'll want to have the mag bone parented to the gun body bone so it moves properly in all your other anims. For the reload anim you'll use a parent constraint for the mag bone to the palm. In maya...
Forum: Pimping and Previews 04-18-2012, 01:40 AM
Replies: 39
Views: 5,824
Posted By Vailias
psst.. your cubemap on the Ferrari doesn't match...

psst.. your cubemap on the Ferrari doesn't match your environment.

A lot of nice work here, but I think that detail really hurts an otherwise solid setup. That and the completely opaque windows. :)
Forum: Pimping and Previews 04-17-2012, 12:45 AM
Replies: 6
Views: 1,027
Posted By Vailias
+1 to mystichobo's commentary. On the walk,...

+1 to mystichobo's commentary.

On the walk, the stuff is moving, but the dino isn't alive. There is no weight transfer, balance, or life in the movement. THe feet/ankles don't seem to move almost...
Forum: Pimping and Previews 04-16-2012, 11:59 PM
Replies: 6
Views: 688
Posted By Vailias
First thing I see wrong wront/different is the...

First thing I see wrong wront/different is the overall face contour. Y The shide shots of elvis show he has a fairly flat/straight face, while your sculpt has a noticeable outward bow. Trace the line...
Forum: UDK 04-06-2012, 04:44 PM
Replies: 31
Views: 3,509
Posted By Vailias
There are a ton of ways to build hair, material...

There are a ton of ways to build hair, material wise and geo wise.

Most of the good looking geo solutions are a bunch of alpha cards or strips, arranged to create layers and give the impression...
Forum: UDK 04-03-2012, 12:46 AM
Replies: 6
Views: 321
Posted By Vailias
ooh gotcha. :) for ut3 you'll want to export the...

ooh gotcha. :) for ut3 you'll want to export the scripts.. just search that on google. "UT3 Export scripts" and you'll find the tutorials you need.
Forum: UDK 04-02-2012, 04:49 PM
Replies: 6
Views: 321
Posted By Vailias
Ah ok. Well then turrets from UT3 and UT2k4 are a...

Ah ok. Well then turrets from UT3 and UT2k4 are a type of vehicle. So you'll need to tell the bot to board the vehicle it is closest to. Its been a while, so I don't remember the actual script...
Forum: UDK 03-31-2012, 09:13 AM
Replies: 6
Views: 321
Posted By Vailias
Does the bot know how to use turrets? As in: Is...

Does the bot know how to use turrets?
As in: Is there an AI routine in the bot controller that tells the bot that it can use the turret object, and also when it should, and how?
Forum: UDK 03-30-2012, 09:46 PM
Replies: 7
Views: 870
Posted By Vailias
Because Object Position isn't surface direction....

Because Object Position isn't surface direction. :)

Even if you did use object world position you'll get a single 3 vector representing the centerpoint of the object. Even if you were to...
Forum: UDK 03-29-2012, 10:24 PM
Replies: 7
Views: 870
Posted By Vailias
... Ok so here's how cubemaps work. You have 6...

... Ok so here's how cubemaps work.
You have 6 textures representing the insides of a cube. They exist as a single construct that you access in UDK via a cubemapsampler.

To get a color from...
Forum: UDK 03-05-2012, 03:48 PM
Replies: 10
Views: 585
Posted By Vailias
Um... Normally you'll have the uv's fill 0-1...

Um... Normally you'll have the uv's fill 0-1 space on each axis even if the texture is rectangular. The uv's look distorted in your DCCA but the texture applies just fine as its indexed from 0-1 on...
Forum: UDK 03-04-2012, 06:54 PM
Replies: 10
Views: 585
Posted By Vailias
Edit: misread the question Really the...

Edit: misread the question

Really the lightmap may not. Need that high of res anyway. Try it as a 256^2 maybe?
Forum: UDK 03-02-2012, 12:05 AM
Replies: 10
Views: 675
Posted By Vailias
Since this is a one dimensional fade try using...

Since this is a one dimensional fade try using 1-((WorldPosition - ObjectWorldPosition)/ a number equaling your object's height in UU) plugged into a component mask for Blue.
That will give a fade...
Forum: UDK 03-01-2012, 11:35 PM
Replies: 4
Views: 930
Posted By Vailias
Notice that you have more than one binormal for a...

Notice that you have more than one binormal for a number of those problem areas. It means that you have a vertex split there. (aka a different smoothing group.) try clearing then reseting your...
Forum: UDK 03-01-2012, 11:26 PM
Replies: 10
Views: 5,016
Posted By Vailias
Edit: The "offset picture" thing is what a box...

Edit: The "offset picture" thing is what a box blur kinda is. :) so yeah over a very small range that is exactly what it looks like.

I built a realtime controllable bilinear filtering material...
Forum: General Discussion 03-01-2012, 10:26 PM
Replies: 37
Views: 2,967
Posted By Vailias
Computron: He's filtering the specular...

Computron: He's filtering the specular highlighting off the skin, not filtering the diffuse away from the specular highlight.

You can see its not perfect, but pretty darn good. :)
Forum: Full time/Part time work (In-house, paid job opportunies) 02-24-2012, 09:36 PM
Replies: 2
Views: 510
Posted By Vailias
Ooh I'm all about this! I'll toss you an app...

Ooh I'm all about this!
I'll toss you an app this weekend.
Forum: Technical Talk 02-21-2012, 09:04 PM
Replies: 13
Views: 1,050
Posted By Vailias
I actually like the 3d paint in photoshop. It...

I actually like the 3d paint in photoshop.
It only comes in the extended versions of cs3+.
Cs3's was next to useless. Cs4 got a total rewrite and was decent.

I get lag on textures over 512,...
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