Hey guys, I've been working on some things for my portfolio and this is something I'm looking for critique on. It's a simplified version on the old Adelphi Bank Building in Liverpool. I'm just looking to make it better, so whatever input you have could help. I've just thrown in it into UDK with the default lighting.
Hey all so i just imported my low poly and baked my high poly on to it using the default baking settings in substance painter 2 and i am wondering if this is caused by a bad bake or are the low and high poly z fighting or is it something totally different any and all help is greatly appreciated.
this is a skinned object (an arm) ive animated it using bones, and now im trying to render it, but it keeps getting shaded as if it was in the default pose (arms outstretched) the picture is taken from the viewport but it happens when rendering too (tried it with scanline and mental ray) so, any ideas on how to get the…
How do you measure the exact dimensions (height/width/depth) of a static mesh in units? I do not want to get the relative scale of the object, that is a value that defaults to (1,1,1). I want to retrieve the exact height of the static mesh in a blueprint in units. (Comparable to the measure function in 3DSMAX).
Hey everyone, I'm using max 9 and lately whenever I apply a texture, it always tiles to seemingly 100x100. This happens if I load the texture from the material editor, and drag + drop. I tried to reset the defaults on max, but to no avail. What's going on and how can I undo this?
For people like me, who think the default tf2 look is a bit too soft shaded.. (and for people who want some variety) DOWNLOAD any bugs? pls tell me :) EDIT: the spawn version looks bit strange as a still but in motion it creates an interesting illustrative look!
I've tried turning off sRGB and changing the compression settings to Mask. To export I used Substance Painter's UE4 default Export that uses a RMA. For reference this is how the model looks in Sketchfab (It's not 100% Accurate but decent) https://skfb.ly/6BtTq help please :c
Interesting, never saw this before. Do they move with the model like "textured onto the model" or are they screen-space. Maybe you have enabled some overlay / mode / tool somehow? Do you see it with a new document or reverted default settings as well?
My edge decals aren't matching the color of the material underneath. Its set up using Deferred Decal, Translucent, Default Lit. It looks ok and correct with certain light hitting it, but most of the time it looks like this and is always darker than the material its sitting on top of. Using UE4 and have deferred decals…
That thing's broken and seems to be related to non-default cameras. I know I run into this when using orthographic cams at an angle, it just uses the view space as if you had used the center of the widget. I could never find a fix.