Hello everybody, I am trying to figure out how can I create a shader in Unreal 4 where I can add a texture which would be blended on top of the Albedo with the same effect as Photoshop Hard Light. This is just intended to get some texture variation on tileable textures. This is my asset, (in substance painter) this is the…
Ok this is my first go around with UDK (Also a bit embarrassed to ask such a simple question). So far I've been doing good by setting goals and then researching how to accomplish those goals. It's a slow but crucial learning process. I really want to have a specific look to the scene I'm making, and I achieved something…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
theres a few ways you could do it, rather than using a light for the glow create some simple geo to fake it if you create a material and crank up the incandescence and glow you can get it to look pretty light like, or you could get fancy and use the light surface shader in mental ray (gawd im such a mental ray whore lol)
Thanks for pointing this out Eric :smiley: didn't fix this in the latest build yet, but it's on my list! Two screenshots of the latest build: Some notes on what I did: Footsteps Get spawned by an animation event. At first I applied them as decals, but when I used some displacement on the sand, the displacement wouldn't get…
I'm trying to render some hair in marmoset. The toolbag view port render (png output at highest sampling) looks like this While this is what its like in the viewer https://www.artstation.com/artwork/NXkNd I'm only using a single sky light (no child lights). Only the hair is affected. Other objects like a solid sphere…
Hi everyone, We are working on a short within Maya for an animated stylized spec commercial. We are looking for an experienced Look Dev/Texture Artist/Grooming Artists that is capable of also handling lighting and rendering. The exact rendering platform has not been determined. This is something we can discuss and come to…
Diffuse texture goes to CustomLightingDiffuse slot. Then just use a dot product of light vector and surface normal, clamp it to 0-1 range, multiply with diffuse texture and plug it in CustomLighting slot. Now since you're doing half lambert you just have to alter/bias the value that dot product produces. Here's an example…
Hello guys, I'm Jeff and I am an experienced Level Designer, Scene Builder and Lighting Artist. My skill sets include : - Preparing map layouts on 2D - Level scripting - Building levels in the editor with existing meshes or BSPs - Working on in-editor cinematic sequences - Creating and maintaining all elements of lighting;…