Friday, 12 June 2015

Today I learned about the property matrix editor. It is a tool that is useful for bulk processing parameters in several assets at the same time. Huge time saver!


Thursday, 11 June 2015

A ''Projector'' blueprint, using 3 Spotlights with each a light function made from the channels of the given texture or movie. 


This gives more realistic results than a projection that is using a decal, because:
- Frustum is cone-shaped instead of box-shaped
- Frustum has a center gradient (hot spot), and has access to basically all light features
- Projection can get occluded by obstacles instead of just painting everything like decals do
- Textures gets stretched and fade as a the spots direction gets parallel to the surface


Wednesday, 10 June 2015

A two-sided parameter for a material (the material needs to have bTwoSided set as true). 
Plug it into opacity mask or have your opacity mask nodes be multiplied by it.


Sunday, 7 June 2015

Friday, 5 June 2015

I discovered about this plugin called sound visualizations plugin. I made a little test with it:





A crazy pixelated + dithered + indexed colors effect:




Monday, 25 May 2015

Monday, 11 May 2015

Tuesday, 21 April 2015

A decal for a built-in light. Its useful because artist do not have to make an actual hole in the geometry.



A world space vertical gradient


Monday, 13 April 2015

Added a tutorial arrow to suggest that the cube can be rotated. It is present in the first levels.



Saturday, 4 April 2015

Wednesday, 1 April 2015

Gameplay-centric objects are gonna have a see-through effect like this, to make them easier to spot.


Friday, 6 February 2015

I created the Hypercube ingredient, and finished the mover animation system.




I have not posted anything in a while, gotta post more now to compensate!