Context. Use it. the rest of that sentance, is "reguardless of feasability." I want an unreal 3 quality model from a 14 year old, that I'm paying five dollars, who is using milkshape and a toaster. Since I'm the client, I must be right of course.
Hey Lear, awesome awesome work man. I was just wondering if you could post your shader setup in unreal, I'm really liking how your in-game screenshots turn out, more so the spec. Awesome job man :)
Hey guys, thanks for the continued feedback. I'd love to get back into Unreal and do some more compositions with these assets in the future. In the meantime, here's a link to the 80lv article and some breakdowns. https://80.lv/articles/creating-mossy-swamplands-in-ue4/
Hey Joe, What I meant was, I can't download it from the Unreal Marketplace - the web page isn't working.... Myself and some coworkers just get sent to other random pages when we click on the download link.... Thank you
For starters share a screenshot here first. People might be able to give you directions when you share something concrete and contextual. There is no standard and no right or wrong, there are common tools such as marmorset, sketchfab, blender eevee, unreal engine or unity but it really depends.
This porbably won't replace 3DSMAX all together however I like the idea of being able to use vray and unreal renders in a single scene. Also to be sharing PBR and VRAY materials in the same workflow, atm it requires 2 sets of material data.
Epic always claimed specular in Unreal Engine 4 was a legacy feature. Not related to specular you see in other engines/renderers. Of course, it doesn't stop people from using it. I remember it being useful when I wanted to render grass.
Yeah, the PSP is pretty nice to develop for. Pulling out all those Quake2 modelling techniques. Also the tools are so smooth and easy compared to Gamebryo. Not as prtetty as Unreal 3, but the smoothness and rapidity of import/export of assetss has a lot to reccomend it. Scott
I got a very basic particle system in place right now, but for some reason its showing up in the editor but disappears when I play the game. As a test I tried one of Unreals own particle system and it works just fine.
blanksate is on to something there. Also, did you setup 2nd channel UVs for light mapping? Check smoothing groups as well. Your problem is very common. Sometimes, modular pieces need to be bigger, and sometimes using Unreal's CSG Brushes is the way to go.