Sculpt it first, figure out UVs and texture resolution later. Make something that can tile and look into how you can effectively use vertex coloring and other material editor tricks. BTW, why are you using UDK instead of UE4?
I've been trying to figure that out, I tried using the vertex paint tool, and nothing happens. So if you could tell me how I could do that, I'd appreciate it. I'm still very new to Unreal Engine 4.
Hello everyone! I have just release the tutorial series on creating this material with the vertex painting water puddles. It is available for purchase here. Here is the trailer video. https://www.youtube.com/watch?v=z3ycWesmKe0 Here is the splash page showing the contents of the download.
Yeah Makkon, I'm definitely gonna vertex paint these. So far I've got clean/ruined versions of brick and these floor stones baked. I'll probably make a moss layer as well. This is my first experiment with adding some detail in ddo.
so I'm making a chess board. I did it two days ago perfectly, using refine. Now, when I attempt to add a vertex in a spline, it only work on the very bottom portion, i can't add it anywhere else. can anyone help me?
Hi. As the title suggests I'm making a weeping tree and would like some feedback! To me, some of the branches are too thick and I might need to add leaf cards to the empty branches. I have not finalized everything like vertex normals but I would like outside input because it seems a bit off. Thanks!
Hey everyone, Been working on a real time model of Captain Malcolm Reynolds from Firefly, and up to the point where I got some "in game" screenshots. He's modelled in max (about 2k poly count) with radiosity baked into vertex color and imported into Multiverse. Can anyone offer any suggestions for improvements?
Hey! I have issue with normal map baking. Mesh is mirrored, and afer applaying normal map it looks strange. Some kind of seams but it doesn't follow edge of UVseems. I already tried flip green channel, check vertex normals...Maybe someone had a similar problem and knows how to solve it?
As the title says, this is my first try on handpainted. I am not actually good at drawing, but I wanted to try the technique in the first Vertex, so I did the Brickwork. It is not perfect for tiling, but as I said, I made it mostly for fun. Critics welcome! Might do some more handpaint in the future.
here is the picture. The mesh was created in MAX (without sub-divisions). Then I brought it into Maya to bake normals, but after I applied smoothing, something weird happened. It seems that pinching appears only if there is a vertex on open edge. Now the question is - do I have to close all my open edges, or? thanks!