Hi, maybe this tutorial: https://www.udemy.com/unrealcourse/ I haven't watched it, but I have learnt programming from them (their Godot course, closer to Python so easier to get into programming as an artist). But the C++ hasn't the easiest syntax for a first programming language, so I would recommend a python-like…
This is not in all cases, i found it generally pretty easy to jump between the c++ api of unreal and the c# api of unity. Managed to learn enough unity in a day to make a working game actually. Though when it comes to the API and scripting interfaces of 3d packages, that is a different deal, since i work with the c++ API…
Hello, I’m Melih. I’ve been following the forum and trying to read the posts for a while. I hope I’ve opened this topic in the right place. For the past 2 years, I’ve been doing all my work only in Blender. Learning the program took a lot of time. Before that, I was using CD4 (Cinema 4D). I used to create sculptures and…
Ciao a tutti, temo che il mio quesito sia sciocco ma, anche se uso 3dsmax con Arnold da un po', non riesco a risolvere un problema di rendering e perciò mi rivolgo a voi. Vorrei evitare che il vetro (physical material glass) dei miei serramenti rifletta sempre il gradiente dello sky environment (illumino la scena con…
Hi guys, I'm having a problem where this QC file: $cd "C:/Users/Alex/Desktop/degroot/Stickey_Launcher/Compiled" $modelname "weapons/c_models/c_MaccyF_Launcher/c_MaccyF_Launcher.mdl" $model "c_MaccyF_Launcher" "c_MaccyF_Launcher.dmx.smd" $bodygroup "body" { studio "c_MaccyF_Launcher.smd" } $cdmaterials…
Hello everyone! I’ve been searching for answers to my questions for the past two weeks, but I still haven’t been able to find a solution. I built my PCG setup based on the official Unreal Engine 5.7 documentation and several YouTube tutorials. However, the solutions shown in those tutorials don’t seem to work in my case.…
Yeah I get that part. But what certain part of the overlapping ones do you want? Any why that part? Lets say that you have UV shells A, B and C. B and C overlaps each other, so you move C out of the 0-1 space just for the sake of baking, to avoid overlapping results. But why keep B in 0-1 space and not C? And if you plan…
I did end up figuring this out. Exported the skeletal body mesh from unreal to maya, moved the feet into the heel position with the foot_l/foot_r and ball_l/ball_R bones. From there I copy/transferred the weights from the body mesh to the shoes and moved everything back before exporting just the shoes which were then…
I wonder what people use for that. I remember I had a nice looking pretty long stripe of lumpy dirt with tire tracks and dried streams by Reality Capture years ago but couldn't find it any more. When I try to filter search result by "bit depth" in Adobe Bridge it misses a half it seems. Same with Lightroom classic . Can't…