Most Up-To-Date Info on Page 4!Link! I think I am ready to release my little plugin I have been working on. Most of them are pretty simple but I am trying to add some features that seem crazy to not have in the native program. Hopefully they can save you some time clicking stuff. I am going to continue to add scripts as I…
Heya buddy! sorry for not getting back to you (I completely missed your reply!) ive been alittle busy with work/a personal project im currently putting together. Hmm, well alot of the details I created are fairly simple, mostly created on a plane and then deformed into shape using the bend modifier or even FFD so that I…
just try stuff out, and use layers for it. you can try everything you want, but do it on a new layer, so you can delete or hide it any time u want to see if what u did was an improvement or not. thats just a little tip in general i can give you for better workflow. but dont worry, as long as you are open to try stuff out…
Edit: Thank you, Eoq and Callesw. Means a ton. :) Wooo. Quite the while since my last thing. So, I've been doing some 3d work the past weeks or so, just knocking out all of the models I need to put together for my engine demo. And I'm going to put up a model on here that you guys can hurl some boulders at! :) I posted an…
@Neox LMAO yes, just some outliner like maya would be stellar. I'd also like to be able to r-click export from there too, or multi-select and export all or something from some root node, etc. Could I ask for clarification on what you mean by undo on any action? like UI edits too or what? camera movements? it's already…
Little addendum here: in part 2 I stated that you could paste into a transparency mask to create your texture's alpha channel. That is actually not something you can do. Instead, you must copy the greyscale mask, paste it into a paint layer above your other masks groups, right click that layer, and convert it to a…
You can create layer masks but not the same way as Photoshop - in blending select a layer from "linked layer". The bonus is that you can link multiple layers to that layer as well as inverse the linkage. I typically name the layer "_____ mask", paint bright neon colors and set it's opacity to 0%. I'll either "apply layer…
You don't need more than four textures. My example uses hand-painted mask for each of the four layers, only four pixels per meter or so, and hand-sculpted terrain. Hopefully it shows what's possible with limited toolsets. Splat mapping just refers to using two or more textures, tiled across the terrain like normal, but…
Hello polycounters, I am posting a thread representing my group for a project we're working on in college. The idea is to make a real-time level using UDK believable as possible in terms of the "realism" and to make it fit within an existing IP. (In a way, think fan art, but in the terms of like -- this would be the DLC if…
i feel like i just read something here about using a second uv channel for mask. like edge mask, wear mask, etc. I have no idea if that is major difference in terms of workflow or optimization, just mentioning because it wasn't already.