Hello everybody, I'm modifying a script I've used in the past and am running into issues. The goal is to have a for loop that creates a StingrayPBS shader, then checks the "Use Color Map" attribute. The pain point is that the "Use Color Map" attribute doesn't seem accessible until after the loop is completed. I run the…
Hi, I wanted to create precise carvings (would be baked on a normal map) around a mesh, like this: What could be the best approach for this? I've tried creating the shape, and using curves in blender to move around the base mesh, but it's a bit difficult to control. What would you do?
My biggest question is how does the lowest detail object have the same UVs as the main object? Do you lay out UVs on the original and then duplicate the object and remove edge loops etc to create the next LOD and so on? This may be pretty simple but I just have no experience in creating them.
I've seen lots of article、tutorial、video about how to create environment , but it's all about general building 、walls、....etc when it comes to a environment after disaster like ruins I don't know what to do . In tomb raider there're lots of broken wall or wood,ground with a hole,ceiling or roof collapse,even dent in a car.…
I'm creating an environment for a side scrolling game in UDK and am looking for some advice about the best way to go about it. Basically, it 's a platformer and for this level the player jumps over rooftops of a sci-fi shanty town on the outskirts of a city. The issue that I am having is the best way to create the assets,…
hi everyone! I am environment artist.so i am not very perofesional.and have some problems in environment creating.my problems are details of work. my problems: 1-should i create all of the scene in 3d software first and import seperate meshes to game engine?or use Modular creating?when should i use modular and when should…