Trying to come up with some solutions for proper normal blending for layering tileable and detail maps in Unreal 4. Did a little write-up >here<, wondering if anyone had a different way, or maybe thought this was incorrect. Definitely not 100% sure how (or where) Unreal recreates the blue channel after the BC5 compression…
Tactical Assault, a stand alone first-person-shooter game based on the UDK, has many open positions. Tactical Assault is going to be one of the biggest indie games ever to be released for free. These are unpaid jobs that are great opportunities for artists looking for great pieces to put in their resume. Open positions:…
Hey there everyone, So I had a couple scripting issues that I've been trying to resolve within UDK Mobile, but no luck thus far. Posted on UDK's forums but I figured I'd post here as well in an attempt to get some assistance. Wondering if anyone else has any input as to what I might be doing wrong or what I could do to fix…
If your lights cast shadows setting them up correctly will speed up your render times. 1. Try not to cast shadows using omni lights; they are equivalent to placing 6 spotlights with a 90 degree field of view. 2. If youre rendering a scene with a lot of lights dont try and set them up all at once. Use Tools>Light Lister…
Blender Z combine node has an "Anti-Alias Z" checkbox (on by default) in its 2d compositing mode. It makes resulting mask for color channels antialiased . Very handy feature texture wise especially for small, few pixels details, hairs etc. I wasn't able to recreate same behavior in Fusion. Wonder if Nuke has a workaround…
static batching only happens at runtime - so you wont see it in the statistics in a "non play mode" game view - I really didnt know it and started to combine meshes manually, just to find out later... but oh well ;) the frame debugger in unity5 is also quite handy to see how the final image gets constructed and to see…
Agreed. And why does mayo even exists? "I'm gonna keep the coke and the fries but I'm gonna send this burger back. And if you put any mayonnaise on it, I'm gonna come over to your house, I'll chop your legs off, set fire to your house, and watch as you drag your bloody stumps out the door. " - Jimmy 'The Tulip' Tudeski
I'd also add an old school trick that (unfortunately) still comes in handy every now and then: Export your mesh as an .obj and import it right back in. Because .obj is such a simple format it's a great way to strip any weird history or node information from the mesh. The only limitation to watch out for is that .obj…
just edit your first post inm advanced mode ;) nice shader work about your texture coordinates, why do you split up the tex coordinates in R and G? you could easily just multiply the texcoords with the appendvector of 2 inputs, dunno if it saves instructions but its only 5 nodes as compared to your 7 and does exactly the…
very nice, now comes the hard part, figuring out which brand of logic the game designers used to make it fold up into its carrying mode :P i tried to take this gun apart once and see if i could make it physicaly possible to fold it up like it does in the game without intersecting etc. conclusion, it cannot be done without…