I've been trying to replicate the very clean type of panel lines I can do in blender while sculpting, like two chamfer edges meeting. But can't seem to get the same effect in SP2, whether it be because of the alpha i'm using or settings. Any tips?
Working on sculpting a giant cliff and wondering what the typical workflow for something this large is? what I plan on doing is sculpting out a high poly in Zbrush, decimating to get a low poly version, then baking in Substance Painter to get my normal maps. Then using a tiling texture in UE4 in conjunction with the baked…
This is an issue I keep having in multiple files. I'll be working on a project with no issues. Then when I want to draw out a shape it's just randomly invisible in the viewport. The size parameters move up and down but I can't see the shape at all. WTF?
Hello All, I am new to this community. I am working on some projects which need unreal engine programming. Can anyone suggest me which unreal engine tutorial is best? or Does anyone know the best tutorial in the paid version?
No its not a female android that never gets tired, it a microscopic. http://www.organicconsumers.org/articles/article_5542.cfm Creepy, edit... not sure how new this is. First time I've heard of it. I guess the article focuses on the company trying to patent the first human made microbe.
Hey guys. I'm wondering what your techniques are for making good specular maps. While diffuse/normal maps are intuitive in their creation, specular seems to be more back and forth in Photoshop. Are there any tools or a way to make specular maps and check what it looks like relatively fast? Thanks!
Hi guys. How are you all doing, how is 2019? So I am trying to make something similar to picture 1 above in mixer. But for some reason I am stuck here. I like the way the color is in mixer but I just need a little more of noise to this guy, or do you think I'm over thinking this. Any tip for this guy over here? Thanks