One problem with this is the fact that he's using the normal maps to generate the heightmaps, this isnt giving 'true' heightmap data and causes problems. A normal map only stores normal information, like which direction a face is turned, it doesnt store if this face is higher than the other, it just creates the illusion.
Hi, I am doing a car racing game (using Unity game engine for iOS), in which i am using 'Decal' shader (having 2 channels -- Base and Decal), to achieve an effect of skid marks on the race track. But what i am getting is that the skid marks are appearing all over the track instead of certain desirable sections of road.…
I never really use those, because of the fact that they get messed up when I edit the mesh topology. If we can somehow remember the face selection it'll be great. Currently I'm using the smoothing-group to save a selection of certain face that I'd like to select again later on.
yeah over the last few years 3dsmax has had some fucking ridiculous issues with normals like this, sometimes if you attach an object to another and then delete a face, all of the faces become faceted and inverted... broken as fuck. thanks for reminding me to dl the modo trial :D
Sorry for the delay dudes, okay so part 2!! (maybe more parts than just 2 as well jesus christ! ) So firstly Ill throw down some sensational reference material while I remember to share it - I strongly suggest picking these books up and bookmarking these sites if you really want to get into studying hair and the female…
You keep harping on the same thing, when it is just one part of the over all argument. Fundamentally missing the point? What exactly is "fundamental" about it? It is an objective fact that losses are incurred from used game sales. Used game buyers are consumers willing to spend money for product X. It is a fact that DLC is…
Uhm... create the lace details all on a straight line (ie, not curved like the dress). Then go to the dress itself, select all the edges on the outside where you want the laces to go, then make the selected edges a 'shape' and then go back to the lace and use path constraint.
When it's an interp actor, it's lit with dynamic lighting (plus some indirect lighting) while a static mesh is lit usually only with lightmaps generated with Lightmass. These lightmaps in UDK tend to greatly wash out the details from the normal maps and make it look flat. Boosting the normal map intensity in the shader…
I liked the bat bike its like Judge Dredds Lawmaster, which they should have done it like that in the Judge Dredd movie. I agree with Harvey Dents face, I dont know why they did that, made a blatently fake face in what was up to that point a reasonably realistic plausible story.
Hello! I am working from a concept of a floating island. This is my first time really getting in depth at all with UE4 and could use some help if possible! I am trying to make it look like my waterfall fades out as it's falling. I have tried looking around online for some tutorials, but haven't been able to find the right…