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I animated the morphs in SFM, which seems to be the only way of exporting them to DMX at the moment.
#source2pic.twitter.com/ANRqTlGu6SPrikaži ovu nit -
Managed to get morph channels working in the SteamVR Home model editor
#source2pic.twitter.com/V1T9IOldLNPrikaži ovu nit -
Longer video showing some of the cloth features in Source 2.https://www.youtube.com/watch?v=-FLRdtfioQY …
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i promise i'll use my cloth simulation powers responsibl... nahpic.twitter.com/kBedqpxkXa
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Got Source 2 cloth attribute importing working. This makes everything so much easier and lets you put cloth and rigidbodies on the same model with self collision.pic.twitter.com/cWfdIeEgoC
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@MrZulubo capybara can be pet and have a little cake in steamvr homepic.twitter.com/Ed30q37JiD -
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Managed to hack in more of a day-night cycle
#steamvrhomepic.twitter.com/Qn7URH0EUn -
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The old Destinations app actually has the subsurface scattering shaderpic.twitter.com/kwJYYpyZE5
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The implementation in the current Source 2 VR shader is pretty neat. You drag out the bounds of the cubemap and get the correct projection for anything inside. It doesn't do any blending between them though.pic.twitter.com/AKtAFfmvLW
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I'm trying to model a remote island after the ones in the Baltic archipelagos. There are a few stock assets, and the ground textures are heavily modified ones sourced from http://cc0textures.com , but the rest is made by myself either in Hammer or Blender and Substance Painter.pic.twitter.com/JrOUwi7huP
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even with my jank-ass low poly table cloth corner setup, the cloth physics in source 2 is awesome and makes vr interactions very immersive. looking forward to see what's possible with the full enginepic.twitter.com/yIDPg15eVP
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Also that you can create props from Hammer meshes on the fly. Like the door to this cabin ...and the outhouse lid!pic.twitter.com/kN5oXiykhg
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