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Everything posted by SlipperyBrick
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Yeah ..... what he said
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You wanna try and change your shader to the alphamask shader instead of changing the shadow shader
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As Einlander said use the diffuse_normal_spec_alpha.shader, that should fix your problem dude I don't know if the shader is called that it may have 'alphamask' on the end of the name Did you make those decals yourself? Looking nice dude! A little tip when working with textures as well mate, try to save them as .PNG. JPEG and other formats leave a solid background, .PNG has a transparent background. You may run into some other issue if your texture is a .JPEG, for the effect your trying to get with that sticker on your glass window there, try saving it as a .PNG
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Animations From Blender To Leadwerks?
SlipperyBrick replied to SlipperyBrick's topic in Game Artwork
The game will always be in in FPP so you'll be playing through the main characters eyes so we can work with having a headless model I think Rick wants to do the same thing (parent the head bone to the camera) I'm new to animation and still have all this to learn but I wanted to know a few things before I continued with it cos I'm not entirely sure how animations work in LE3 although Rick pretty much has that covered so I can watch and learn when he gets to doing that in the engine -
Leadwerks Gets Update for Workflow Enhancements, New Features
SlipperyBrick commented on Admin's blog entry in Ultra Software Company Blog
Wow, you have achieved a lot. Once again thanks for this amazing engine! -
This topic sounds like a dragon shout from Skyrim ..... That is all
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Sweet, I'll try that fog shader later today. I've been fiddling with the particle emitter and can't get the effect I want, plus I am no good with coding yet (just learnt modelling and texturing. I'm learning animation at the moment ). It's great having Rick on the team as I can learn all this stuff when he get's to the coding on our project
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Man you got me pretty excited lmao! Still very cool stuff, I am desperate for fog and water and this was a dream come true haha. Wish I had some of Shadmar's skills
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So after seeing Aggror's status here and watching the video, I want to know when this is coming or if it definitely is coming, as this is pretty exciting stuff! Just want confirmation so I don't get my hopes up lol.
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Thanks for the nice comments guys
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As requested by Mordred an epic pirate soundtrack for use in his game.
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Just a question about how animations work from Blender to LE. I am new to animating and I've just learnt how to rig and animate in Blender so I have a few questions about workflows and how to's. Firstly I want to know if Leadwerks supports IK bones? I've watched a tutorial where a guy is rigging a simple model and he has two IK bones and 'pull targets', would there be any issue if I rigged in a similar way (would be easier to animate) and then exported into Leadwerks? My next question also is, does every bone/armature need to be tied to a model? Rick is coding Phobia and we discussed about having the FPS camera attached to the head bone of our model/rig we are wondering if we did this then there would be clipping issues with the camera and the model (ever played GMod and spectated a game and zoomed up close into a players head?). I think that pretty much covers it for now. Just to add. I would like to know anyone who uses Blender for animating, what is your workflow from Blender to Leadwerks? Another thing (might be stupid) what are your export options when exporting your animations from Blender as FBX? P.S. get your butt in here YouGroove and share your Blender powers to me Thanks!
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Marketing begins before you write a line of code
SlipperyBrick commented on Josh's blog entry in Development Blog
Get us some water and fog shadmar and your name will be huge in the credits too -
Man thank you so much for sharing! I have a few more 'organic' brushes I can share for concrete and stone/rock effects etc I noticed on 3D - Coat forums that Artman has uploaded some brushes but I've never been able to get them
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Very cool stuff!
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I love 3D - Coat for that reason. It's a one stop shop. It has all the tools you need for making a model from start to finish. The only thing that's missing is animation lol. I can imagine that (myself) still being relatively new to modelling I will try out more programs, so I might give zBrush a go, I have been looking at MODO and that looks absolutely amazing (very pricey though) that is the ultimate one stop tool, in my opinion. I know MODO has pretty much everything. Sculpting, box modelling, topology tools, animation and you can texture in there as well. With all these amazing tools it still shocks me that 3DS Max and Maya are still the most used lol.
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Yeah this is my main sculpting program. I use it mainly to sculpt detail into my models and also to texture (and to do topology when I need to). I have Blender for box modelling (which I am still learning) and I have Silo 2 as a box modeller as well and I'm pretty sure it does sculpting to a certain degree. I got tons of texturing programs but I really like 3D - Coat the best for modelling as the UI is clean everything is in one place and its easy to learn how to navigate around. I can see 3D - Coat being very popular in the near future, cos at the moment it seems zBrush is dominating the 3D sculpting arena, but I've heard that its topology tools suck Can't give an honest opinion on that as I have never used it and don't think I ever will.
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Yeah I agree. Still very cool stuff but useless as a tutorial. Looks like the helmet he is drawing with the spline tool though and he is using a series of brushes to do that (or may be even one brush and the ctrl and shift key for smoothing etc). I'm hoping to get some sort of tutorial up on my channel for sculpting as I really enjoy it and its very creative.
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Animated workshop waternormals usage example
SlipperyBrick replied to shadmar's topic in Programming
-- Load material self.mat = Material:Load(self.Material) self.entity:SetMaterial(self.mat) What material is this loading? I don't understand how these water animations work -
Lightmaps back ,Global illumination,Image based shaders ?
SlipperyBrick replied to YouGroove's topic in Suggestion Box
Can you do a tutorial of this? Can this also be done in 3D - Coat? -
Do you use 3D - Coat cassius? If you want advice or help PM me I'm still learning myself but I've learnt tons over the last month
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Lightmaps back ,Global illumination,Image based shaders ?
SlipperyBrick replied to YouGroove's topic in Suggestion Box
Cool stuff guys! How would you 'fake' a normal map YouGroove? -
Wow that is a lot of lights man. I have a GeForce GTX 660Ti and I have no problems with FPS. Currently in my level I have 2 point lights and a spotlight and about 30 models to make up the layout of my level and I have 2K texture maps on most of the models in my scene and I get between 200 - 300 FPS Little tip for you in regards to lighting. Try to use your angles nicely with your spots and place you ranges on your points higher also, for lighting unless things are moving in your scene try putting the lights to 'Static' and use your ambient lighting as well. If your scene is dark then try to set the ambient lighting to a low value, but not so low that you can see anything that way you won't have to use a lot of lights to brighten up your scene.
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I noticed there is some new water animations on the Workshop. Unless I've been totally arrogant and not read this thread properly. I would love to know how to use those. The point light thing though I will give that a try as I want that effect in my scene
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Shadmar went all crazy on us YouGroove lol. All I know is writing shader code requires you to work with number matrices and I don't like them. They look scary and from what I can gather that's the simple part of writing the code lol. I would like to get into how it all works and I've been reading shader code for OpenGL for 20 mins a day trying to learn it on the side (just to keep the synapses going ) but I still can't make sense of it fully Oh just to add. Here is Mark's reply when I spoke with Marmoset about using the shader code. Hey David, Thanks for contacting us and thanks for the support of Toolbag. We should clarify that Toolbag 2 does not ship with the full source code. The shader code is readable and editable, but you essentially can only edit what shader features are already provided; you won't be able to add parameters or custom features to the shaders. Our second product, Marmoset Skyshop: image-based lighting tools and shaders for Unity, does ship will complete shader source. Any projects/games developed in Unity using Skyshop can certainly edit the Skyshop shaders as needed and ship with those customized shaders. Hope this clears things up for you. If you should have any further questions, please don't hesitate to ask!