Okay, we have established the goals, now lets go throug some of the progress so far. This project had been inspired by the ARTWar4 theme of element warriors that have to either attack or defend using one of the four elemens: fire, lightning, earth of water. I knew I wont be able to meet the deadline, but the theme really…
Perhaps you could give it a try with material masks since you can control the direction and percentage of the screen. You essentially mix those Solid Mask parts (see bottom of the page). In the case of square/rectangle masks you wouldn't need a texture mask in the first place.…
I will respectfully disagree with @ZombieWells . While im sure what he's said is very truthful and accurate at his studio, it wont be at every studio. I ask every time I get a rejection. Most of the time, ya, they dont give any feedback. But sometimes they do. Even if it's rare, sometimes they do. There's no reason NOT to…
Normally I wouldn't start a thread this early, but some people asked for a break down of my grass. This material is the same for the terrain and the grass planes, the only differences are the opacity mask and the WorldPositionOffset for wind animation. For the grass plane you will need to set the vertex normal to vertical.
UVing the high takes only a few min, you're only doing the pieces you need and often that's a simple planar, cylinder or explode unwrap. At the baking stage you really aren't doing too much hardcore modeling that is going to effect the UV's on the high that much. But it doesn't take much effort to redo them if you need to,…
Thanks MACHIN3 The wrapping tools got some major improvements in the last few weeks. Development source code is available via GIT release likely out next week. Creating icons and UI is just as important as the code, I sometimes get bored with just the coding and need some creative distraction on the project in order to…
@musashidan I tried using the gizmo 3d with transpose master but masking has the same effect as using the transpose line. One Polygroup gets partially masked based on topology but all other poly groups are masked fully. I want to be able to mask the body and the clothes together base on topology, but that is not possible I…
Hey all. I am trying to use the LandscapeLayerBlend node in conjunction with height blending/masking on my terrain. It seems to be working partially but I am seeing the second texture bleed past the mask. Please see the image. From what I understand I should be able to get a clean mask. Unreal docs show a clean blend mask.…
Popoi you are knocking it out of the park. Really love the final outcome as well as the addition of the microphone as a set piece. I've taken a couple of seconds to do a quick paint over of the mask as I think a couple of small tweaks will really push the piece further. If you cannot read my handwriting (don't blame ya)…
Thanks for that :) Just learned a new method on how to make a tileable Texture in zBrush. You can also use the method with exporting the Displacement Map to Photoshop, offset it in Photoshop and bring it back to zBrush. Or you can use the Tiled Key. But the Problem is: Using Tiled Key means, you drop the Stones and you…