Hey pbot, To start I totally agree with nbac, alot of your details are getting lost. But a simple AO/Cavity or even just greyscale extracted from your depth of your normal map could work. But aside from that, I see that your trying to match the concept better with the rock type. However its going too clean/white for my…
Man... This shader is sweet! Check the "Rim Map" texture input. Its not working on my end at least. When I plug in my mask it does nothing. I had to photoshop/mask out the rim in the interior areas. But what you see here is what I was after as far as the rim. I jacked up the settings on the rim way past what the slider…
cool, I've always wondered how to call multiple UV sets in UDK ever since Tor Fricks Sci Lab with 1 texture. Even after downloading his scene I didn't understand. Looks like just a simple click in the Textuer Coordinate node? I'll have to give that a try sometime. Do you know if there is a limit to how many UV sets a mesh…
Thanks guys for the great feedback! I think the reason it seems like some things don't cast shadows is because the settings I've set make the shadows really blurry. So what do you think, maybe I should make them a bit sharper? Although the yellow/orangey lighting is intentional, to get a warm summer/autumny feeling, I get…
Yeah, Joshua Marlow in his Gears of War Judment dump said it was depth fade. As you can see though I am using that in my material. The issue is the brightness of the translucent material increases more than the opaque material I have on my terrrain when I increase the intensity of my skylight. When I set the skylight…
convert your dominantDirectionalLight a dominantDirectionLightMoveable and hook it up to the "Target" of the Set Actor Location node. Uncheck "set location" in the Set Actor Location node properties. Crude, but tested and works. When the level loads it'll add a value of 100 to a float variable. That variable is then fed…
I want to create a simple command, that will take the selected components and align them to a point under the users mouse, limiting the movement to a single axis. This can be done in default Maya but its cumbersome and involves multiple steps: * Select components to be moved * Activate the axis they are to be moved along…
Squid cube mapping can be used as a reflection map but not all environment maps have to be done that way. Like others said in the thread an enviornment map is just an image that is used to create reflections. Per128 and Eric explained how the software wraps this image around the scene to create the illusion of real…
Team name: Mindkiller Productions Project name: Metal and Dust Brief description: Metal and Dust ( M.A.D. ) is going to be a sci-fi tank warfare MMOFPS. It will involve three factions struggling for power. The majority of the gameplay will be vehicular warfare. Players will not command people, but instead machines of war,…
It adds hard edges automatically at any edge with an angle greater than the set angle. Set your mesh to Auto Smooth and 180: everything will be smooth, because no angle is is greater than 180. This is great if you want to add hard edges manually and not have any interference from automatic processes. At 90, it adds hard…