Unity Tip – Using Variables in C# Attributes

Hello,

After watching this talk at Unite 2014 about editor scripting and specifically using Menu Items to open scenes in your project:

I thought I would give it a go myself…

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A MAXScript Perspective – The Power of Automation!

Hello,

In this post I will go into the power of automation – using MAXScript. Recently I was tasked with automating some image renders as the way we were rendering them wasn’t very efficient. Inefficiency can become very costly as you scale up a project and so I set out to speed things up and make the rendering part (at least) a bit more automated.

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A MAXScript Perspective – Groups in 3ds Max

Hello

This is post is about a little observation I have made (probably not the first person) about groups in 3ds Max and their relationship to MAXScript.

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It’s Been A While…

Hello

Hope you are all having a good start to the year! It’s certainly been a while since my last blog post as I’ve been pretty busy with work since then.

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GDI Power Plant – It’s Finished!

Hi all,

I can’t believe it’s been a month since my last post but I meant to post this weeks ago but alas I’ve been busy! I’ve decided to revamp my “brand” so there is now some new “branding” on my screenshots. This project took me longer than expected and there could be more done to it in several places but I wanted to move onto a new project. I am happy enough with the current state of it to call it “finished”.

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GDI Power Plant Update 7 – Texturing 2

GDI Power Plant - Texturing WIP - Substance Designer Screenshot
GDI Power Plant – Texturing WIP inside of Substance Designer

Hello again! (This is a backdated post, another one which has the finished asset will follow soon 🙂 )

Sorry for the wait but this project has taken a LOT longer than I expected due to various reasons. One of them is workflow and rest…I might elaborate in a later post 🙂

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GDI Power Plant Update 6 – Texturing

GDI Power Plant - Texturing WIP - Substance Designer Screenshot
GDI Power Plant – Texturing WIP inside of Substance Designer

As you can see already…the graph is starting get a bit complex but it when you look at it closely, you will be able to see that everything is driven by just a few textures/masks.

It’s still early days but I’m hoping to make great progress on this very soon!