UDK doesn't give your access to the finer points of shader making (EI: Shadows and Light) and it seems alot of the stuff which is taken for granted in the standard material get taken away from you when you go custom. So you kinda have to 'fix' them yourself, which is a paradox itself, since from one side, it simplifies the…
I'm also having trouble understanding why the conversion is necessary. From what I've read, in the case of alpha blending, it's because the colours being blended are not linear. These RGB values that we select to paint are not linear. When we want a linear gradient of value, this is what we expect: But monitors don't work…
I just remembered your post and dropped in to see your progress. Your last render is much improved. I'm stealing from my betters but a couple of rules of thumb I've found to be true in my limited experience is that less is more when it comes to specular, if you examine the data available for physically based lighting…
Ya, so I should specify. The workaround I posted should be a last resort. Ideally you should go back and fix your bake so that you'll learn from your mistake and not do it again. I also said that tangent space normal maps can't handle 90° angles which isn't necessarily true, if the edge you want it to portray is sharp,…
I think this is not just about pressure levels, but also about the shape of your pressure curve (easily user-editable in the Intuos Pro /Cintiq driver panel, and requiring the use of a third-party tool for the Graphire/Bamboo/Intuos"cheap" line). http://blackink.cz/tablet-pressure-curve-tool/ The startup pressure threshold…
I like the model, it has great shape and looks cool! Have some gripes with the texture & UVs though: your unwrap is very inefficient. A lot of pieces could probably be mirrored chunks: parts of hair, the arms, small buckles. You also should try to be more efficient with where you plance the pieces within the 0-1 UVW space,…
VP2.0 with DX11 shader covers most things well, pretty easy to setup and very fast. A large cylinder with a few sub-d levels will give a nice curve from ground to background wall. an ambient and 1 directional light covers the basic lighting set up. Load up Maya or Autodesk Ubershader into a DX11 material and wire up the…
I worked out what my issues were, so thought I would post here for anyone who has the same issue in the future. The first issue, of Text toolbar buttons not displaying the proper width was fixed by creating custom buttons. Originally, I was just dragging macros from the Customize UI- Toolbars menu, which are installed with…
1. I believe UE4 has vertex painting tools, and if not I'm sure you can find a plugin for free that will do it for you. However, Substance Painter is not a vertex painter, it is a UV painter - the colour data is stored in the UV map's pixels, rather than on the vertices. This means you can have a low poly model (e.g 200…
Hi guys! This has been an awesome challenge. I regret not posting more often, but here is where i got to. Alot of the pieces are just proxies and i actually got to make a more polished version of them. I got really stuck when i was trying to figure out texturing since i hadn't really done that before. I finally got used to…