The model and bake is looking excellent! But I'm very curious to your reasoning for dividing it onto multiple maps? I understand you want to keep it modular, but wouldn't it be easier to have variations on a single source map ( clean/ dirty/ junk) texture variations. With X parts and Y variations you need X*Y number of…
I don't know how this works for other people, but as for myself, I always think of the kind of game that I want my model to be in, and then take screenshots or find other kinds of pictures; I model by level of detail rather than polygon count and it works rather well. The problem with a fixed polygon count is that if you…
Hello! I'm a professional environment artist with 8.5 years of experience. I'm open to taking on work in a freelance capacity! A little bit about what you're getting from me: I've been in the games industry for 8.5 years, and worked at several AAA studios, including: * Electronics Arts/Codemasters // EA Sports WRC *…
That's actually really good to know, because I'm a Blender guy and the lack of dimensions bothered me in Maya when I used it. I usually use Blender's z-axis (which is up in Blender) from dimensions to determine the height of the character when using metric units. EDIT: So, if I scale my character uniformly in all axises…
I'm trying to figure out how to animate a texture by changing the value of the Y Offset on a Voronoi texture by using a value processor node connected to the exposed Offset input parameter. I tried the following tutorial (https://www.youtube.com/watch?v=GApNZ9adh-E&list=PL0HuX8PmDSdbEBwU1KCHsKsNErK2KsSTx&index=10) and it…
Hi! I'm sort of new to DDO but i found my way to the effect properties that use object space normal masking to apply directional effects. When i open up the settings for it, the problem is that changing the sliders seems weird. I think it's easier if i just say what my spefific problem is. I have my dirt layer go on the…
So it looks pretty good with tangents and binormals, but I wonder if the reflection should be flat on top? http://s2.postimg.org/ak05rk7nd/Toolbag.jpg Same file baked in Xnormal with X+,Y-, Z+ in UE4.2 looks great: http://s1.postimg.org/wuyw1r1ny/Normal_not_sync.jpg Here are the files:…
This is what I have so far for my add-on... It's far from perfect, but it sort of does what I want. The target weld toggle works provided it's not in an add on... It seems I have the wrong context, Any help would be great. Thanks. The code is also messy and the formatting is way off. Ideally for the rotate tools you launch…
Thanks for the info on that. I went away over the weekend and continued tinkering with the UDK material editor. I came up with the node setup shown in the attachment below which seems to roughly emulate the coderesult.vertex.y -= result.vertex.z * result.vertex.z *_Offset; from the Unity shader. Inasmuch as it moves/curves…