Hello! I'm trying to replicate this edge decal from overwatch into my current scene. Here is an example of OW's decal and here is mine When in world normal view, the decal shows properly but when lighting is built, the look is different and barely noticeable from a distance. and finally here is my decal material (Nothing…
I've been trying to wrap my head around how to write a simple custom node in UDK for the last two days with no success. What I want to do is make a node that will separate the red channel from any sample run through it. I have no experience with custom nodes in UDK, and just started learning HLSL, so please no psedo code.
Hello, I've been working on a splat map where each channel represents a different kind of farm. It's kinda boring, and time consuming. Mid'work I wanted to ask by if there is a trick or anything to quickly generate such shapes? I can then easily color them and move to the channels I want. Here's what I'm currently working…
I had this idea to make the large eye shaped parts of my creature be semi transparent like a Spook Fish, but I was wondering how I would go about getting this effect in a game res PBR pipeline. Would it be best to sculpt what the inside of the shape would look like and keep the outside 'casing' of it as a separate piece…
Toolbag v.4.04 (4043) Win10 Home Version 22H2 OS 19045.2604 64Bit Started up Toolbag today, click on Bake Project and kaboom. Open project and I think it starts to reference meshes and, Kaboom. Wazzup? Thanks in advance for any help. Cheerio
Hey Polycounters, I'm currently sculpting a tree asset to be used in a larger UE4 I plan to create. I'm having trouble figuring out the best workflow to make my low poly retopologized asset from my high poly sculpt. So far I have sculpted the tree trunk in Zbrush and now I'm trying to figure out the most practical way to…
Hey guys , i decided to add some details into my normal map via ndo, but now i cannot figure out how to assign those new details/areas to my ID map. Is there a simple solution im missing
Hi! There has obviously been a lot of questions regarding Blender lately and we tought it would be a good idea to collect everybodys thoughts and ideas and hear what kind of support you want in order to create the best possible work flow! So what would you like to see from Quixel in the future? Let us have it!