100 with the un-modded game, but there's no hardcoded limit, its just that the game is missing the content and level tables for 100+ beyond the main 30 level dungeon and the shadowvault that goes from level 30-100 or so
Not sure why you have done hard low poly optimization but using UDIM. If its a movie asset you can use way more polygons and get rid of those shading artifacts. For games UDIMs are still not very common workflow. It looks like you have not split smoothing groups where you have UV splits on hard edges like trigger area…
I don't have the original code anymore since it was for an old version (4.16) and they implemented transmission since 4.20, so its probably better to use that. https://docs.unrealengine.com/en-us/Resources/Showcases/DigitalHumans#skinshading The code below should be added into SkyLighting.usf. I haven't tested this, so you…
It's just based on a scale that Epic uses where 1 unreal unit = 2 cm, so since maximum grid size is 524288 x 524288 uu, that's 1048576 cm x 1048576 cm, or approx 10.5 x 10.5 km. Largest landscape you can create in UDK is 4033 * 4033 vertices and when you go to the top viewport you can see that it almost fills up the whole…
hi I ve read in Youtube's channel about texel density... could be possilble in TexTOols the same formula (extracted from a comment in youtube ,etc) calculation of TD : TD for 2048 is 20.48 ( 2048 px / 100 cm ) TD for 1024 is 10.24 (1024 px / 100 cm). TD for 512 is 5.12 ( 512 px / 100 cm) Text ools use meter right ? Meters…
@Noors and @Codi Thank you guys! When I tried this command I used [0, 0, 0] or [100, 100, 100] values, and it did all wrong. Now I can do this easily via script! Cheers!
playing around with substance designer free substance designer look dev video on you tube ( HD ) no uv !! no 3d !! no brushes strokes 100 % 2d 100 % substance look development workflow 100% free !! https://www.youtube.com/watch?v=o6FT35Rqkk0
Hi everyone! I recently made a 3D model that need to be scaled in width and length separately with different measures. For this purpose I used a morph modifier, using one channel to target at the largest model and another one to the longest, so currently I have two channels that go from 0% to 100% (you can go beyond of 100…
I am trying to wrap up the loose ends in various tools in Wall Worm. Almost all of these functions that are left to finish involve UVW... and are stalled due to my own poor math skills. One dilemma is that I do not know how to create UVW coordinates that correctly account for a texture's individual coordinates…