Layer exporter for modo is updated, now it should work fine with 601.
I also updated my Photoshop panels to CS6.
Finally the Dynamic Grid editor extension for Unity had a patch fixing some issues and adding some functionality.read more
Recently I finished a filter which takes a low resolution, non-tiling image and creates a higher resolution, seamlessly tiling version:
This is a test for inserting the Unity web player to blog posts:read more
I’m taking a break from the Unreal Engine to spend some time with Unity3d. I started working on a realtime model viewer for this blog but got sidetracked and made a dynamic grid editor extension first, available in the asset store.read more
The start of my active job seeking efforts is marked by the creation of my Twitter account. You can also find me on Google+ or connect through LinkedIn. I’m usually present in the #techart and the #UDKC IRC channels.read more
The basic control setup
A GVMachineController actor is on the map and a kismet node makes sure that the player takes control of it when the level loads. After that, all input is processed by the machine which then adjusts linked actors (changes position, rotation, etc). For example here is how the right flippers are set up:read more
This pinball-air hockey mashup was the very first prototype I created using Gavit. I worked on it every now and then, pimped the effects, tested Gavit’s new features and so on, until it was worth of a video:
The technical details are discussed in this “behind the scenes” article.read more
I previously discussed replaying user input and in this article I’ll cover a related feature: recording and replaying rigid body motion.
The basics are quite simple: dump transformations of a physics driven actor to a file and then convert that data into a matinee, like before. However simply replaying the motion track with a mover has an inherent problem: impact and slide effects, defined in physical materials, won’t happen because no actual collisions occur. All the special effects (impact dust puff, damage decals, sparks, etc) would need to be placed and timed manually. That would be a bad workflow. Fortunately the solution is rather straightforward:read more