I was wondering if it is possible to get good results with the current shader model for translucent materials if I want to make a plastic material for syringe and fluids. I've tried to play with the default glass material changine settings but results aren't good.
Hey guys, I scoured the internet and only found ways to reset all my tools and stamps in Mudbox. Is there a way to select a tool and only reset its settings to default without effecting any other tool? Thanks a bunch!
if you use default z brush plane primitive and your target texture is 1x2 you can use 2 and -2 in Array for x axis (using append new button) and 2 and -4 for y axis. Also duplicate the original plane before this overlay scale up. You would be able to use it as a crop factor after you "grab" it , and then texture > crop and…
Here are a few more shots from the scene from a higher viewpoint. Default FPS height in UE4. Foliage from above. Close distance. Foliage from above. Far distance.
Make sure the material is set to tessellation in the "Materials" menu in the 3D View tab. Then go to Materials > Default > Edit And in the Parameters tab, change the Tessellation factor and Scale to suit your needs.
just mix it with a default material with opacity and self illumination and then some contrasty color, works perfectly for me. I never use the x-ray mode because its usually useless.
Sorry to gush but... that looks AMAZING. I particularly like how the default animation has that bounce to it, which makes the mouth looks like it's snapping shut with so much force it rebounds.
If you just want to show off your art in an engine, Unreal is definitely better. It's way easier to set up, has Blueprints for easy programming, and vastly superior default rendering.
Id like to suggest using the default Split tool, and go into the tools settings and turn up the snapping tolerance to mimic the interactive one. IST has crashed Maya the most for me
Default love! That's the best kind. Now I just need a fancy avatar that strikes fear and/or awe into the hearts of all Polycounters. Let me work on that. I'll get back to you.