Thanks PyrZern, that should help alot. I checked out the rest of his series and therre are quite a few more there that will help too. I truly wish I hadn't stopped doing art for so long. It's a struggle getting back up to speed. Here was the last decent thing made baxk then. All created in Max, no sculpting. I never…
I changed the near clip plane to .001, and it really made a difference; it was originally at .1 And for my normal maps; I think I will do a few small experiments and upload them to a thread to get some perspective on that matter. In viewport 2.0, it renders the normal map's crevices as a fairly deep black; however, in the…
I met Paul first in 2005 at GDC and then again last year when he moved his team from Florida to Austin, which became UTV Ignition Austin. I was already working as FX Artist in the Austin studio on Faxion Online. Paul's team needed some help with their prototype console game and since i'd used UE3 before the creative…
What is your metallic input/output? If it's anything above 0 for a non-metal, it'll pull some spec value from the base colour and make it look shinier than it should be. Conversely, for metallic things, you want it to be 1, only reserving intermediate values for transitions between metal/nonmetal (soft scratches on coated…
[ame=" https://www.youtube.com/watch?v=kvTXWoD9Nso"]Natures Fireplace Video - Campfire Ambience - YouTube[/ame] [ame="https://www.youtube.com/watch?v=Z1nu_8IQd78"]Crackling Campfire (10 minutes!) - YouTube[/ame] Your current effect has a very jumpy and jittery feel. Like you're using sprites and swapping them out every…
Make sure Vertex channel display is off. If the shader needs it on make sure the vertex channel colors are set to white. Try installing the latest product updates. This has fixed the last few viewport rendering bugs here on Polycount. Do you have Microsoft Visual C++ 2005 Redistributable installed? It's required by 3 Point…
And a Q3 era texturing technique comes back to life. :) Sounds like there needs to be a dedicated photoshop tips n tools section of the wiki or some other central repository. Also my guess as to the need for adjusting the RGB curve to match PS is PS's working gamma/colorspace being SRGB or AdobeRGB while UDK's is linear.…
Would highly suggest reading these: http://www.noahbradley.com/blog/2011/i-hate-your-portfolio/ http://www.thejonjones.com/2005/10/07/your-portfolio-repels-jobs/ Some specific problems: Can't save images Can't enlarge images Your contact info isn't on any of your images, your name isn't even on most of them Navigation…
H+K will make you pay for using their guns in game, when I worked on 007 legends a few of the weapons had to be distinctly re modeled and re branded with imaginary names because of this...it appears to be on a per game basis too, as our publisher was Activison, and I don't see COD having any issues with licensed weapons :)…
I'm not sure about getting the amount of light, since that would vary across the entire surface, but you could potentially do something like taking the dot product of the dominant light direction vs the eye's forward vector. This would not take shadows into account, so depending on how accurate you need it, this may not be…