Showing results 1 to 25 of 84
Search took 0.01 seconds.
Search: Posts Made By: shadows
Forum: 3D Art Showcase & Critiques 06-29-2011, 11:33 AM
Replies: 58
Views: 23,823
Posted By shadows
A few images of some of the things I got to work...

A few images of some of the things I got to work on. I will add some more later on.

http://stevensart.com/images/projects/_Commercial/Fear3/Exis_Fear3_PA_01.jpg...
Forum: Technical Talk 02-24-2010, 08:43 PM
Replies: 5
Views: 1,510
Posted By shadows
If you're using Max you can use the UVW xform...

If you're using Max you can use the UVW xform modifier to do that.
Forum: Technical Talk 01-14-2010, 01:12 PM
Replies: 7
Views: 510
Posted By shadows
Start max in software mode, that should work, at...

Start max in software mode, that should work, at least it did work on previous versions of max.
Customize-Preferences-Viewports-Choose Driver-Revert from ... - Software and reboot max
Forum: General Discussion 11-15-2009, 08:34 AM
Replies: 201
Views: 9,663
Posted By shadows
Awesome sauce

Awesome sauce
Forum: Technical Talk 11-14-2009, 08:04 PM
Replies: 11
Views: 1,994
Posted By shadows
http://dl.dropbox.com/u/849247/SC_shadersV2.upk...

http://dl.dropbox.com/u/849247/SC_shadersV2.upk This should work.
Forum: General Discussion 11-14-2009, 08:03 PM
Replies: 201
Views: 9,663
Posted By shadows
Nah I take top spot. I shouldnt post to...

Nah I take top spot.

I shouldnt post to much, wouldnt want to lose it...

Probably didnt even break the 200 post mark on the old forums, damn Im such a lazy poster...
Forum: Technical Talk 11-14-2009, 12:03 PM
Replies: 6
Views: 641
Posted By shadows
You polycrunch it first, if your using zbrush you...

You polycrunch it first, if your using zbrush you can use decimation master, otherwise meshlab is quite good.
http://meshlab.sourceforge.net/

Import your mesh and use Quadric Edge collapse...
Forum: Technical Talk 11-14-2009, 07:06 AM
Replies: 11
Views: 1,994
Posted By shadows
Yea right now this "thing" is just a way to try...

Yea right now this "thing" is just a way to try out new things and give people that are interested a shader that they can use to show off their assets into the engine, not something one should use in...
Forum: Technical Talk 11-13-2009, 06:26 PM
Replies: 11
Views: 1,994
Posted By shadows
Version 2 New fresnel type, the falloff scale...

Version 2
New fresnel type, the falloff scale can now be changed and using the mask from the green channel (reflection mask) of the Base MSG texture the fresnel can be masked out. That mask can also...
Forum: Technical Talk 11-12-2009, 06:20 PM
Replies: 14
Views: 1,498
Posted By shadows
Depending how complex you want the collision mesh...

Depending how complex you want the collision mesh to be and if its to be used in UE .You could use the tools inside UE3, open up the mesh viewer and under collision you have some tools there.
Forum: Technical Talk 11-12-2009, 12:26 PM
Replies: 11
Views: 1,994
Posted By shadows
Yea just read up on Static switches on UDN, and...

Yea just read up on Static switches on UDN, and yea it has to compile a new material for every combinations used. umm So I guess ill end up splitting it up a bit in the end.
Forum: Technical Talk 11-12-2009, 11:49 AM
Replies: 11
Views: 1,994
Posted By shadows
Done, now the size of fresnel falloff can also be...

Done, now the size of fresnel falloff can also be changed, ill update it later today with other things aswell
Forum: Technical Talk 11-11-2009, 10:05 PM
Replies: 11
Views: 1,994
Posted By shadows
UE 3 - Shader

Got bored, started to play with shaders in UE3 and this thing just kept on growing. Doesn't do anything that special..yet other than blending two set of textures together by using vertex color and a...
Forum: Technical Talk 11-08-2009, 05:42 PM
Replies: 7
Views: 587
Posted By shadows
Looks like your smoothing groups are not set...

Looks like your smoothing groups are not set correctly.
Forum: Technical Talk 11-07-2009, 05:08 PM
Replies: 124
Views: 51,536
Posted By shadows
I just tried it again and it's working fine, not...

I just tried it again and it's working fine, not sure why because I used the default settings both times. Unless I clicked on something and did not notice it, so never mind on my previous comment.
Forum: Archives 11-07-2009, 11:17 AM
Replies: 474
Views: 123,434
Posted By shadows
Not sure if this has been posted before, but this...

Not sure if this has been posted before, but this website is really good if youre looking for clothing design inspiration.
http://www.style-arena.jp/en/
Forum: Technical Talk 11-07-2009, 11:04 AM
Replies: 124
Views: 51,536
Posted By shadows
Ok thank you for the clarification. ...

Ok thank you for the clarification.



Indeed, although it seems not to be as responsive as doing it in max. But final touch ups, it's going to be great tool to have.
Forum: Technical Talk 11-07-2009, 11:00 AM
Replies: 34
Views: 31,126
Posted By shadows
And if you want some extra help, from RTT. Just...

And if you want some extra help, from RTT. Just add a few lights to the scene and render out the completeMap or DiffuseMap. Or you can also use the red and green channel of the normal map too and...
Forum: Technical Talk 11-07-2009, 10:56 AM
Replies: 34
Views: 31,126
Posted By shadows
Well you don't "generate" a specular map, you do...

Well you don't "generate" a specular map, you do it the same way you do the diffuse map. You paint it or use photos or a combination of both.
Forum: Technical Talk 11-07-2009, 10:39 AM
Replies: 34
Views: 31,126
Posted By shadows
For skin some people like to do that as base or...

For skin some people like to do that as base or to have an overlay. But for props or other objects , I don't really see why you'd want to that , since it will affect how the light reacts with the...
Forum: Technical Talk 11-07-2009, 10:23 AM
Replies: 34
Views: 31,126
Posted By shadows
You can use the diffuse and simply play with the...

You can use the diffuse and simply play with the levels in certain cases, but adding extra info in the specular that the diffuse doesn't have, will give you better results.

An example would be...
Forum: General Discussion 11-06-2009, 09:59 PM
Replies: 256
Views: 19,612
Posted By shadows
Rebuilt the shader inside the UDK version from...

Rebuilt the shader inside the UDK version from scratch and it seems to be much more stable so far. Still crashed a few times, but a lot less compared to when I was using the shader that was made in...
Forum: Technical Talk 11-06-2009, 08:01 PM
Replies: 124
Views: 51,536
Posted By shadows
Yea I think offsetting each channel might be to...

Yea I think offsetting each channel might be to expensive in the shader instructions. So probably going to use an extra texture map. Just wish epic could add support for bump maps instead. I could...
Forum: 3D Art Showcase & Critiques 11-06-2009, 07:47 PM
Replies: 925
Views: 85,400
Posted By shadows
got the key and it's installing!

got the key and it's installing!
Forum: Technical Talk 11-06-2009, 05:58 PM
Replies: 124
Views: 51,536
Posted By shadows
Awesome mop, the shader seems to be looking fine...

Awesome mop, the shader seems to be looking fine for me in max.
The blending is a tiny bit different than the results I am getting inside UE with the same mesh, I think it;s handling the vertex...
Showing results 1 to 25 of 84

 
Forum Jump
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.

Copyright 1998-2014 Polycount