Yeah, that's why I said that I've had mixed results with adding a new controller to a Biped. Theoretically it should work, but I don't think it's stable yet. So the best option is to add the noise controller to the pos of the gun and then link the hands to the gun. Here's how you do it with Biped... Position the hands on…
I sometimes use one UV channel for procedural max textures like noise, smoke, dent, electricity ect... then render those out and use them when painting textures. Right now I'm using a "Max Shader" to scatter dust around the objects I'm working on. I blend my defuse with a procedural dust texture, to settle dust on top of…
Definitely better. Chains look a lot better now, and there are some subtle highlights on the edges that make it feel a bit more solid. My main critiques: * Why is the base section with "41" on it upside down in the UV-map? Always try to UV-map things the right way up if possible, especially if they're going to have text on…
Really great stuff, I agree with MoP on the UI. Tooltips for everything. Icons are great but its hard to learn what does what and most people aren't willing to do trial and error. Even without redoing the UI you should make the padding box able to display at least 2 digits maybe 3. 12px padding isn't unheard of. Change the…
Hi everyone. My name is Archie Garcia. I'd like to start posting my progress here on this personal piece I've been working on to add to my portfolio. It's a game environment in UE5 based off the concept art I have here attached. I'm somewhere in the early-mid stages of this project. I have shots here of both the interior…
did some experiments with a border around the game I initially tried a more frayed, comic book kind of border. I even took some actual comic book wear and tear from images, cut it out, and placed them in the game as an overlay. It kind of came out looking more like shattered glass though and it just didn't feel quite right…
Wanted to do much more and share some updates last week but I had some problem with UE4's Volumetric lights. For some reason, they were getting disabled when I would switch to game mode. I tried to debug but after some time I felt like wasting time so I had to recreate the whole scene in new UE 4 project. Unreal Updates- I…
Yeah, in a game I am working for (racing game) texture memory is most valuable resource probably since such games couldn't use typical substance or megascan 2x2 meters textures. At 100mph speed they would repeat so crazy it would give you an epilepsy seizure. So you have a choice : everything is equally mid/low res,…
I would personally try to use as many tile textures and repeating modular pieces as possible. For the wooden supports those would all use sections of one wood tile material. Most of the undamaged building would be a brick tile with possible geometry cuts for unique damaged details or use decals for slight variation, water…
It's not that I don't want to do anything with math at all. Imo old Max plugin just had a nicer balance. After all I don't want to code all those modern physical shaders with energy conservation etc on my own. I just want to make some specific layers blending , Z depth combine and texture animation and show it HLSL…