http://www.robotentertainment.com/careers#11ART03 Position: User Interface Designer/Artist LOCATION: Robot Entertainment, Inc. office located in Plano, Texas, USA GENERAL DESCRIPTION: Robot Entertainment is looking for an experienced and creative User Interface Designer/Artist to join our art staff. The positions…
Hey everyone, I am a uni student currently working on a project with some friends in UE4, and I have been working on a master material to provide us with some easy variation and functionality across the board. I'm primarily a 3D artist but I have been teaching myself how to work in the material editor for a while now, and…
I'm working on a detail material function and I'm getting these two errors. I didn't get them when I was using the texture parameter. But I needed to have the function more flexible to have multiple map inputs. But now it broke down and I have no idea why.
I got TexTools and i used the function yesterday. But the Smoothing Groups looks funny. You mean this function, or? Must i select my whole triangulated LowPoly Mesh and then only Click this one i show in the picture? Is this the right way for that?
if you havent found a solution all i can think of using conform function under normals menu if not you can always delete the unwanted geometry and drag the vertexes to where you want it and use insert edge loop function
Ah, it's not a function I use too much, really. Just thought it'd be cool to merge all kinds of pivot functions into the almighty VPP. So your script looks at an objects regular pivot and sets the working pivot to the same coordinates/angles? And the other way around as well?
Throw in trace and print screen functions. You will visually see where it's breaking. A guess would be that you're not resetting the states of everything. Also, you need to block all trigger functions till it's finished opening and closing the door once it reaches a floor.
figured it out loose explanation create an array of transforms and use that as your starting point for spawning child actors create an interface to a build function and implement it on the child actor - you need to expose a transform variable and apply it in this function in the parent actor set the child actor's transform…
The simplest way is this: Anyways, in 4.19 and above, there is a much better way of doing layered materials now. This material function method isn't really good because you can't change the layer setup functions in the instances. With the new method, you can. I would highly recommend to check it out.
MoP i was just wondering, would it be possible in future versions to add a function which automatically places the selected imports into their own layer in max, it wouldn't matter if there wasn't a naming function for the layer, just as long as it placed the imports into their own layer. do you think thats even possible?