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Neil Marshall's Tech Art Blog | Tech Experiments and Game Reviews

Tech Experiments and Game Reviews

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Neil Marshall's Tech Art Blog | Tech Experiments and Game Reviews | neiltech.wordpress.com Reviews

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Tech Experiments and Game Reviews

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1

I’ve released some new software | Neil Marshall's Tech Art Blog

https://neiltech.wordpress.com/2015/06/02/ive-released-some-new-software

Neil Marshall's Tech Art Blog. Tech Experiments and Game Reviews. I’ve released some new software. June 2, 2015. Over the past year I’ve been plugging away on a piece of software during my commute to my day job. It’s finally done and up on the Unity asset store. It’s called Get Me Started. I encourage people to check it out. And let me know if they think I can add any more features to make it more robust. From → 3d. Leave a Reply Cancel reply. Enter your comment here. Address never made public).

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July | 2013 | Neil Marshall's Tech Art Blog

https://neiltech.wordpress.com/2013/07

Neil Marshall's Tech Art Blog. Tech Experiments and Game Reviews. Archive for July, 2013. Sketch of the Day Week 22 on. July 28, 2013. Sketch of the Day Week 21 on. July 7, 2013. Unity Surface Shader Cartoon Renderer. I’ve released some new software. Unlocking extra image information using shaders. Create a free website or blog at WordPress.com. Neil Marshall's Tech Art Blog. Blog at WordPress.com. Follow “Neil Marshall's Tech Art Blog”. Get every new post delivered to your Inbox.

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Sketch of the Day Week 21 | Neil Marshall's Tech Art Blog

https://neiltech.wordpress.com/2013/07/07/sketch-of-the-day-week-21

Neil Marshall's Tech Art Blog. Tech Experiments and Game Reviews. Sketch of the Day Week 21. July 7, 2013. From → 2d. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out. You are commenting using your Google account. ( Log Out.

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September | 2013 | Neil Marshall's Tech Art Blog

https://neiltech.wordpress.com/2013/09

Neil Marshall's Tech Art Blog. Tech Experiments and Game Reviews. Archive for September, 2013. Stretchy Bones Re-visted on. September 21, 2013. Unity Surface Shader Cartoon Renderer. I’ve released some new software. Unlocking extra image information using shaders. Blog at WordPress.com. Neil Marshall's Tech Art Blog. Blog at WordPress.com. Follow “Neil Marshall's Tech Art Blog”. Get every new post delivered to your Inbox. Build a website with WordPress.com.

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Stretchy Bones Re-visted | Neil Marshall's Tech Art Blog

https://neiltech.wordpress.com/2013/09/21/stretchy-bones-re-visted

Neil Marshall's Tech Art Blog. Tech Experiments and Game Reviews. September 21, 2013. I’ve needed to revisit the stretchy bone issue again because some game engines will export spline controllers if they’re parented into the hierarchy. Plus, sometimes you need FK stretch. I’m going to create a simple arm rig. Click create - Spacewarp - Bones. Create three bones. Bone L upper arm. Bone L lower arm. Create three circle splines. Control L upper arm. Control L lower arm, control L hand. Control L lower arm.

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3ds Max File Format (Part 1: The outer file format; OLE2) - Kaetemi

http://blog.kaetemi.be/post/2012/08/17/3ds-Max-File-Format-(Part-1)

171; Exclusive 3D Printed figure for Tsunacon 2012. 3ds Max File Format (Part 2: The first inner. 3ds Max File Format (Part 1: The outer file format; OLE2). On Friday 17 August 2012, 20:45 - Articles. The 3ds Max file format, not too much documentation to be found about it. There are some hints here and there about how it's built up, but there exists no central documentation on it. We can find the following streams inside this file:. The FileAssetMetaData2 is new in 3ds Max 2010. One step further, we can...

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Neil Marshall's Tech Art Blog. Tech Experiments and Game Reviews. September 6, 2015. Unity Surface Shader Cartoon Renderer. It took me a little while, but I eventually managed to cobble together a function that achieves the cartoon look that I was looking for. I still don’t quite understand why the normal has to be flipped, but it appears to work. If anyone knows why I had to flip the normal, please let me know. June 2, 2015. I’ve released some new software. I encourage people to check it out. Steal one ...

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