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JedTheKrampus

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  1. There's also this blogpost that's worth taking a look at. I personally prefer to keep MSAA off in the viewport, because sometimes it makes picking individual verts less reliable on a relatively higher-resolution mesh.
  2. When you want to add a texture parameter to a shader, there's no way to tell in the material editor which texture goes to which shader parameter without reading the code. The material editor should look at the shader code and look for comments on the same line that the sampler2D is declared. It could then take the name in that comment and put it in the material editor. Pretty simple feature, right? If you want to make it so that people didn't name a sampler2D in the material editor unintentionally, you could make it so that it requires syntax like: uniform sampler2D texture5; // @name Specular Power
  3. Learning how to texture For this I also needed to edit the ordinary lighting model to pass through an emissive texture. It was a lot easier to do than I thought it was going to be.
  4. I looked in Game Art and there wasn't a single post with actual art in it, so I figured it was probably the wrong subforum.
  5. Every month on the Polycount game forums, there are challenges for new artists to model an environment, a prop, or a character. I thought that with the Leadwerks launch for Linux, now would be a great time to put it through its paces for one of these challenges. Thread If you decide you want to do this challenge too, feel free to post in that thread! Here's my texture work on the fountain guy. 260 triangles, 1024x1024 textures (but I may reduce that for the final render.) Model and UVs in Modo, paint in 3D-Coat and Krita. Obviously the lighting is going to change substantially for the final render; this is just a bog-standard 3-point setup to show the mesh under normal conditions.
  6. Also you might want to take a look at how 3D-Coat and Modo do their binary packages. They bundle the vast majority of their dependencies with the release (although 3D-Coat leaves out the CUDA toolkit, as it's not redistributable and very large and not everyone can use it.) You basically just extract them and they run on any distribution, without having to jump through any hoops. Another alternative to doing that would be to ship Leadwerks against the Steam runtime, although I don't know if that has all the GTK stuff the editor needs.
  7. If you run $ tar xf Leadwerks.tar.gz on the Leadwerks release tarball, you get all of the stuff unpacked in the same directory. It's not too bad this time, since there are only a few things in the root directory of the tarballs, but for future releases, you should know that it's customary to put only one folder into the root of the tarball, so that it extracts cleanly. So your tarball should look like this: Leadwerks/ Leadwerks/EULA.txt Leadwerks/Include Leadwerks/install.sh Leadwerks/Launcher Leadwerks/Leadwerks and so on.
  8. Leadwerks doesn't support physically-based shading yet. So if you want to get lighting like dDo and Marmoset you'll have to either roll your own PBR shader, or use another engine. Unreal Engine 4 supports physically-based shading out of the box and costs $19 per month plus a 5% royalty when you release your game, although you can cancel your subscription and keep using anything you've downloaded, so until you release anything it actually just costs $19. That would probably be your best bet right now if you want that sort of shading.
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