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Forum: Technical Talk 04-22-2014, 05:51 AM
Replies: 6
Views: 5,080
Posted By Farfarer
Is there a relative index option on the obj...

Is there a relative index option on the obj import?

OBJ supports negative indices. I know there's an option on the exporter for that in Max, there might be one in the importer.
Forum: General Discussion 04-15-2014, 12:11 AM
Replies: 35
Views: 2,167
Posted By Farfarer
I think it gets a lot of use at Massive (The...

I think it gets a lot of use at Massive (The Division) and at Valve, too.
Forum: General Discussion 04-11-2014, 07:15 AM
Replies: 33
Views: 2,661
Posted By Farfarer
Ah, I've not tried it with UE3/4 but it works...

Ah, I've not tried it with UE3/4 but it works perfectly with Dota2 and Unity :/
Forum: General Discussion 04-11-2014, 04:11 AM
Replies: 33
Views: 2,661
Posted By Farfarer
FBX is pretty solid these days - from 701 SP3...

FBX is pretty solid these days - from 701 SP3 onwards it's been improving.

Excited, though :)
Forum: General Discussion 04-10-2014, 09:20 AM
Replies: 33
Views: 2,230
Posted By Farfarer
Yeah, I've had that one thrown at me before,...

Yeah, I've had that one thrown at me before, which was pretty insulting. I'm not an expert at anything particularly, but they wouldn't have been able to find someone to replace me (especially on the...
Forum: Technical Talk 04-07-2014, 02:32 PM
Replies: 13
Views: 512
Posted By Farfarer
Use element Action centre, enable the move tool...

Use element Action centre, enable the move tool and click the edge, then you can move it in the direction of the edge.
Forum: Dota 2 04-07-2014, 04:51 AM
Replies: 3
Views: 232
Posted By Farfarer
Generally I make LOD0 first, then reduce to make...

Generally I make LOD0 first, then reduce to make LOD1. It can be a really tight fit sometimes, but I'd rather that than try and add detail to a LOD1 mesh (it's generally easier to remove geometry...
Forum: Technical Talk 04-06-2014, 02:57 AM
Replies: 4
Views: 165
Posted By Farfarer
I've not come across that one... Do you have...

I've not come across that one...

Do you have "absolute handles" enabled in the tool properties?
Forum: Dota 2 04-05-2014, 08:56 AM
Replies: 4
Views: 248
Posted By Farfarer
Modo has a padding option, but the UI where you...

Modo has a padding option, but the UI where you can set it isn't present in the Steam edition - I've bugged that and it will hopefully be there in the next version.

You also need an Alpha render...
Forum: Dota 2 04-04-2014, 11:52 AM
Replies: 43
Views: 3,009
Posted By Farfarer
I was thinking about that, but the animation and...

I was thinking about that, but the animation and rigging becomes much more complex the more crooked and irregular the tree is. The relatively straight and narrow shapes are a help there. Some of my...
Forum: Dota 2 04-04-2014, 08:48 AM
Replies: 150
Views: 6,158
Posted By Farfarer
Signed up, I figure a good part of workshop...

Signed up, I figure a good part of workshop success is getting your name known, I need to make an effort on that front :P
Forum: Dota 2 04-04-2014, 03:08 AM
Replies: 43
Views: 3,009
Posted By Farfarer
So I got a chance to get it all in-game... and...

So I got a chance to get it all in-game... and you're right on all counts. It's kinda weedy and doesn't stand out much.

That said, I'm pretty pleased with how the animations look for it and the...
Forum: Unity 03-30-2014, 02:46 AM
Replies: 5
Views: 433
Posted By Farfarer
The normal map compression that Unity uses will...

The normal map compression that Unity uses will wipe it's alpha channel (and it's blue channel). You shouldn't put anything in there you want to use unless you compress/decompress it yourself.
Forum: Unity 03-30-2014, 02:43 AM
Replies: 3
Views: 235
Posted By Farfarer
It's probably cheaper and better looking to use...

It's probably cheaper and better looking to use light probes if most of your lights are in fixed positions.
Forum: Dota 2 03-29-2014, 02:38 PM
Replies: 43
Views: 3,009
Posted By Farfarer
Yeah, I get what you mean. Thanks for your...

Yeah, I get what you mean. Thanks for your honesty though - I tend to overlook a lot of stuff as I don't really play the game much (I'm awful at it). Just like making stuff for it.

The pink I'm...
Forum: Dota 2 03-29-2014, 07:00 AM
Replies: 43
Views: 3,009
Posted By Farfarer
Thanks guys. Automedic, the shape is sort of...

Thanks guys.

Automedic, the shape is sort of defined now - and it's based on shapes found throughout the rest of the set, so I'm not sure I could do much with it at this point, other than...
Forum: Dota 2 03-28-2014, 11:26 AM
Replies: 43
Views: 3,009
Posted By Farfarer
Put in the floating island chunk and worked a...

Put in the floating island chunk and worked a little more on textures. Need to add in more and chunkier grass blades at the root as they're not very visible just now.

Seems to be some confusion...
Forum: Technical Talk 03-24-2014, 01:30 AM
Replies: 26
Views: 864
Posted By Farfarer
Stuff like this... ...

Stuff like this...
http://i.imgur.com/focO0su.png

Not often you'll need it, but it is very hard if not impossible to do easily with edges.
Forum: Dota 2 03-22-2014, 02:33 PM
Replies: 43
Views: 3,009
Posted By Farfarer
Particles is a whole other bag of worms. I'd like...

Particles is a whole other bag of worms. I'd like to get in a few petals falling, but it's not a priority.

I might just animate some simple polys.
Forum: Unity 03-22-2014, 02:21 PM
Replies: 56
Views: 9,167
Posted By Farfarer
Hey, it's not up to date - currently for 3.18.3...

Hey, it's not up to date - currently for 3.18.3 which you can download from the xnormal site. Keeping it up to date is a pain in the arse as plugins stop working as soon as the next version of...
Forum: General Discussion 03-22-2014, 02:05 PM
Replies: 18
Views: 1,159
Posted By Farfarer
You can get by with photo sourced textures just...

You can get by with photo sourced textures just fine.

But I recommend hand painting stuff, it's fun if you let it be :P
Forum: Dota 2 03-22-2014, 05:21 AM
Replies: 43
Views: 3,009
Posted By Farfarer
Cheers Andrew! Looking at other wards, I'd...

Cheers Andrew!

Looking at other wards, I'd kinda figured that sliding-along-the-ground movement was just sort of accepted as a limitation of some designs. But I do like the floating chunk of soil...
Forum: Dota 2 03-21-2014, 12:37 PM
Replies: 43
Views: 3,009
Posted By Farfarer
No, it's intended as a juggernaut healing ward to...

No, it's intended as a juggernaut healing ward to go with this set (http://steamcommunity.com/sharedfiles/filedetails/?id=193599457).
Forum: Dota 2 03-21-2014, 11:33 AM
Replies: 43
Views: 3,009
Posted By Farfarer
Tried to unify the colours a bit both with itself...

Tried to unify the colours a bit both with itself and with the rest of the juggernaut set.

Scrapped the baked vegetation as it looked shit and I've tried a more hand-painted approach that's a bit...
Forum: Technical Talk 03-20-2014, 12:14 PM
Replies: 6
Views: 192
Posted By Farfarer
For the axis, the number at the end of the second...

For the axis, the number at the end of the second line line

lx.eval('tool.setAttr axis.origin axis 0')

will change what axis it rotates on.

0 is X, 1 is Y and 2 is Z
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