@Mant1k0re - Here is an idea about how to go around the object position node with minimal amount of work. After all wooden pieces were placed, throw it back into Zbrush and assign random polypaint per subtool if there is such an option for that. This can serve as an Id map. So then you can just use xy component of that…
Hi! I think the character looks a bit doll like. I would recommend looking for references for the style and the quality (for example create a character that fits into game xy, maybe there is even a style guide available), or do you already have references? Then it would help to include them here to show what the target is.…
@Z0DI4C - If you use a heightmap that was created externally, its fully straight forward. Just import it into the content browser, and use the xy world coordinates to align it with your actual landscape. If you made the landscape inside Unreal, its a bit more tricky. You can use a render target, and draw the landscape to…
Not sure if this was mentioned already, but have you tried turning off the transform gizmo when moving/snapping your vertices? The hotkey for this used to be X. With the gizmo out of the way, the start snap point is on the vertex itself, not where ever you happen to click on the gizmo. And you can change the axes faster…
Hello, Just can't make it work. I'm having this error while trying to Bake the Normal Map from HP. "The Object space map appears to have normals that don't match the yz flip and xy directions of the input mesh. Would you like to apply the detected settings instead?" And when I Click 'Yes', the given map has no information…
@EarthQuake Are you saying that this: Albedo RGB - color Spec RGB - color Mask RGB - Gloss, AO, Alpha Normal - RGB - normals Is less memory than this: Albedo RGBA - color & alpha Spec RGBA - color & gloss Normal RGBA - normal & height(or maybe AO) EDIT: Metal/Rough is still less then because you could do: Albedo RGB -color…
Hiya. IDK what's up with anything on your screen. Can't help you with the nodes as IDK what they do, I'm not familiar with Dot Product, so I don't quite understand what that formula is meant to say. I have however just made my own angle calculator that uses logic to skip multiple steps of Pythagoras et al to create/find…
So I've found this is really hard to explain but in maya there is a way to use the move tool based on your perspective view. Basically you would grab the whole move tool not an arrow and then move it based on your perspective and it won't move towards or away from the screen. Is there a way to get the move tool in 3ds max…
Once you have the delta vector in there you can use it in the same way you'd use it in blueprints to 'negate the world origin shifting'. That is, by adding or subtracting it from the Absolute World Position UVs. Could you just add another vector parameter to the material parameter collection you appear to already be using,…
Hi. It can be done by multiplying the xy coordinates by 2*(1/resolution) and then subtracting 1/resolution in SD, but as it was pointed out, unfortunately the SD 3d noises doesn't seem to tile regardless of the seamless uvws provided. It works nicely in the Unreal setup though. Here is the explanation of this:…