Hi! English isn't my motherlanguage so I'll try to explain it as simple as I can. I'm building an modular enviroment in UE 4.8 and the pieces seem to be randomly rendered little darker or lighter than others. Just take a look at those screenshots (especially flooring, wall with windows and pipes) :…
Hi, I'm learing SD and having a lot of fun, but i can't seem to get the grasp on how to make proper heightmaps and how to render them properly inside marmoset. Just and example: I'm creating this material of spanish doubloons, It's created with the new shape splatter node. It's still a work in progress, this picture is 2k…
Hi! So I'm working on a medieval scene and plan to use a modular kit, but I'm not sure what the best practice for splitting up the models would be since I'm not sure how the engine (UE4) calculates materials and textures so I have a question regarding that, though I'm not quite sure how to formulate it best. 1. For the…
I'm trying to render out a texture to look like this, in tiled and and displaced manner.Could anyone tell me how to achieve this or, and point me to some tutorial?
DAZ3D recently released a free script that does an outstanding job at converting a Genesis + clothes + Hairs into an fbx very well configured / rigged / skinned character. Some textures aren't placed properly and need to be moved/reassigned, the material editor once converted to VRay needs some manual cleaning. But it's…
Hey PC's, I have a possible problem with 3d Max 7. When looking at the interface my character's ear looks fine, however when rendered it looks the pic here. I've tried different lights to no avail. Any advice would be appreciated. thanx...
You can also try a matcap shader. You render a sphere holding all your reflections. The shader picks the right pixel of your rendered sphere, according to normal direction. See picture: https://help.thefoundry.co.uk/modo/content/resources/images/images/shade_render/matcap_sample.png The Matcap render can be quite small,…