Hey :) If you have the UV seams follow natural edges they will be hardly noticeable (probably best in cavities). You can combine object specific textures (normal map and packed masks (e.g. curvature, ao, pattern) - don't need to be high resolution) with a tiling texture set. In the material, blend object and tiling normal…
Not able to check the setting right now myself, but I think it's "7" on the keyboard to toggle this view. If not 7, then one of the numbers between 4 and 8.
I can see that being useful to set 3dsmax's Autobackup to there. I have it set for every 10mins, and on heavier scenes it can be a pain in the ass sometimes. Every 10mins I get a 10-15secs wait while it saves.
It looks like I going to need to be freelancing for a while, so it's time to finally get off my butt and do something about this portfolio. http://www.jackablade.com I've been rather lax in keeping it up to date, so a priority is obviously to get some new work in there, but I'm wondering what else I need to do to hammer…
I was about to pm you about this Adam to see if it was still on. I'll have to book my return flight to Vancouver now to make sure I get in by Tuesday. See you guys there!
Yeah I've noticed this! Was working on trying to get my chains to cast the proper shadow all night yesterday with little luck. It looked like I was getting somewhere with messing around with different material setting. I'm thinking to perhaps have the chains as just a plane and use a translucent material to see if that…
Hello everyone. I'm working on a glass shader in UE for my pint here but I'm at a loss. I finally managed to make the normals see through but now I'm struggling with this difference between seeing through 2 or more parallel faces and the sides which I don't understand why it decides to make so clear. It's like the IOR is…
Just google lightmaps udk, you'll find some good links that explain it well, including video links to tutorials for it. It's basically a second set of seperate UVs, which UDK uses to bake shadows and lighting information onto the surfaces of your static mesh. I think this feature will be gone with the new Unreal engine, as…
ya personally if i was tasked with reviewing portfolios, i just want a big list of images to scroll through, no dicking around having to click to thumbnails to get large versions of images, or navigating between images, just a list if images with the persons resume and details at the top of the page. and have it work with…