It's easy: <font class="small">Code:</font><hr /><pre>Shader +->[Diffuse] (or [Self Illumination] if you want it fullbright) Combiner (set to multiply) +->[Source 1] | Your Texture goes here +->[Source 2] Envmap (aligned to camera space) +->A Cubemap with a black backside and perhaps some grey on one side </pre><hr /> The…
Mmmm, I've pondered it a little, but haven't had time to do any more than that. Scripting wise I think it would go down something like working out the maximum angle before the Red and green fully swap or invert (I'm guessing 90 degrees), then taking the users chosen rotation and blending/inverting the channels by a…
Also, thanks to you for your feedback @Fabi_G I'm glad that you like the idea. The project will not have any game-ready gameplay at this point. You will be able to walk around for the final product (especially to see how the snow works), but there will be no real mechanics for the time being. This is something for the…
Hey everyone! My friends and I have been talking about a Team Fortress Classic (TFC) remake for a while now. We’ve always thought that blending TFC’s iconic GoldSrc art style and gameplay with elements from Team Fortress 2 (TF2) using a newer Source engine would create an amazing, fresh, new multiplayer experience. And…
After some testing, the alternate method using layer blending works* sort of.... there are still seams, but you have to be extremeley close up to see them. I had to set the layer amount to -0.45 which sounds like an oddball number, but it was what looked best visually. Still though, the first method is much cleaner.
i'm using the roboblitz UE3 edition here and am wondering about a few things. alphamaps - what would be a nice way to render 8bit alphas mapped to planes for character hair in UE3? nicely lit and able to blend in with the underlying head geometry, shader-wise. all i can come up with is strangely lit things that look like 1…
We have five models that have already been created that need to be modified for our needs: 1) Blend Shapes for eyes and mouth. Attached screenshot of simple (8) and complex (15) blend shapes Simple: https://www.dropbox.com/s/hiif50dr57lwoep/shapesSimple.PNG?dl=0 Complex:…
Hey guys, i made some tiling floor tiles in zBrush. I sculpted them with some very soft damage and then i baked my maps and textured it. this works fine and looks good. But now i want to make a damaged version from them which i want to blend later over in UE4. My plan is to take my previous sculpt and make a heavy damaged…
Would it be possible to code the following. You make your normal cage. Export it to this tool with your other assets. Said program would then do a series of normal map bakes that start with baking with the cage unenlarged/pushed. Then going out gradually to your cage, with each step rendering out a normal map. Then going a…
It really depends on the engine and the game. Usually static meshes/objects can be animated in engine without bones but often it unlocks a lot more tools if the object is treated as a skeletal mesh. Even as a simple one with just one joint can unlock certain skeletal mesh tools that just aren't available to static meshes.…