Hi I have a landscape i make in WM im tyring to get the textures to work in UE4, but my texture keeps tiling how do i make it not tile i am new to all of this :D . http://puu.sh/7KZGB.jpg http://puu.sh/7KZMT.jpg
This isnt urgent or anything, I just wanted to know if you all had any thoughts on this. HOw would I make an emitter, spawn mesh particles that fly up for a certain amount of time, and then all fly towards one point. Like a cluster of missiles. or some magic swords. I was thinking about this on my drive in this morning,…
So this may be a simple thing but I'm still getting trouble. I'm making various grass in maya with planes. I already added the texture and I duplicated the same grass plane. Problem is If I were to combine that. The UV of the grass plane would overlap all the other grass plane UV's and If I organize the planes so they…
Making the Switch — 3D illustration featuring Mario Concept: NestStrix Studio Fully created using Blender, rendered using Cycles. Hope you like it! 😊 🔗 metinseven.nl
I was wondering if anyone knows how to do these 2 things inside of 3DSMax: 1. I need to straighten out this blue edge. Normally I would use a "make planar" action but since this edge is angled this will not work in the traditional way. 2. My second issue is similar to my previous problem. I would like to mirror the right…
I agree with Alex, also, it might help to try taking apart some of the models and textures that are in the game. I'm not sure if Dota 2 is the same as CSGO, but with CSGO, Valve provided a download link to grab all of the weapons along with UV sheets to make the item creation process easier. Simply opening up any of the…
Hi, My normal map goes wild on Unreal Engine 4, while on Blender/Marmoset therer's no such thing. The edge looks like this in viewport: And probably the troublemaker on the texture: But as I said before, I don't have that problem on different enviroments. Also smuding in Photoshop this area/transition makes no difference.…
I'm facing an issue on which I can't seem to find any answer (google/forums...) when it comes to import a quite simple setup : * One joint that has a non-uniform scale on it (like (0.7;1,2;1,3)) * Its child joint, which rotates and doesn't have the option "Segment Scale Compensate" ticked in Maya (so the rotate will behave…
If you want to make sure there aren't any kind of problems, I would triangulate the mesh when baking and when exporting the mesh to the engine. The problem is that if you have quads, when exporting or importing in the engine, these quads will have to be triangulated. It's possible that this triangulation is randomly made,…
So one way to make this in maya is as follows. 1 make a cube give it like 8 divisions each way 2 make a sphere with 50,50 divisions 3 scale the cube so the sphere is inside it. 4 select the sphere then select the cube. (in this order) 5 go to mesh>transfer attributes the settings should be as follows. vertex position on…