Hey Alexandr. I am trying to recreate your workflow in blender because I do prefer baking my lightmaps manually and I am used with blender. May I ask you how do you bake your basis and how do you combine them in the dot product (I guess this is the node that needs to be used at the end of the chain?) I tried to add the…
questions like this are best asked on the official unreal forums i wont look into the details on this but here is some general information given an input of some float value like an input axis value, that is going from positive to negative you can use a map range clamped node to normalize the value for example, turn a…
Sorry, nope. One off freelance gigs, no idea but probably not going to get any bites. I would focus on improving your skills more — something you could consider is finding a modding project that interests you for whatever games you like, see if they need any 3d work and if they're interested. Try that before looking for…
Hey! We're back at it again, this time with a smaller update. We were busy with creating smaller sci-fi-ish normal decals that can, and are going to be re-usable throughout a bunch of the assets on the scene. Those include all of the cars, gas station, ticket booth and more. - Firstly we went trough the whole scene again…
You don't have to do the chrome ball if you don't want to, the IBL node in mental ray accepts a ball shaped map or a cross shaped map. Spherical or angular in the IBL settings. Looking at a chrome ball will give you less information because the wrap around parts of the image will have less pixels in them so I'd recommend a…
Most useful: Visualizing my models quickly with nice IBL. Workflow Overhaul: - Light placement. I'd love a split view, or a picture-in-picture. In fact, a separate window which showed the last viewed camera angle while the main window was usable for light placement would be great. You could then exit light placement mode…
It worked, thanks! :) I did hit snags where it didn't seem like the masking mesh was working, but that got fixed once I cleared the old material I had on it. Since I already had stuff connected to opacity in the water material, I found I had to add that input with itself and then combine it with the custom depth nodes with…
For the normal node, I have found that you need to crank up the intensity for it to show. However with a linear gradient, it should show as a solid coloured normal because it is denoting a constant angle. I also see you are blending a flat normal with the result of the normal node to get rid of the alpha, a cleaner…
When I tried to attach the approx editor to the shape node, I noticed there was no shape node in the hypershade? I followed the instructions, and clicked on my mesh and when I hit render, its barely rendering. You think its because its a complex model? Or because I couldnt attach it to a shape node? I screen shotted the…
New build is up on Steam: 1.0.1.1 Change Log * 65 MS of lag removed * Increased the network sync time to 30 times a second from 20 * Quick play button added to the main menu which will join the best server or start a local server if there aren't any good servers to join * Reverse speed increased slightly * Soccer ball…