Okay the tutorial is currently in progress, I'll just be editing this post with updates as it progresses. I'll try to make the tutorial as detailed as possible for those who may not be as familiar with zBrush. If anyone has any questions or is stuck at any point, feel free to contact me :) So before we begin, you will need…
i'm coming from UDK where i could just assign a 3 color node and not need a texture. i have this asset that just needs a color on it. i cahnged the diffuse but it still sez 'replace texture' anyone know if i can just use a standard color or do i always need a texture?
Nice work! It’ll be a few days before I can test it. But I really want to check it out soon. BTW, I think the OSL short comings are designed to be augmented by the node interfaces. You might be able to complete it that way? And it’s developed by Sony Pictures not Autodesk.
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I just started experimenting with UDK again, and I'm noticing some artifacts in my render. I just did a clean installation of the November UDK with a blank project, and so far all I've done is set up a post processing chain and created an experimental shader. The shader converts the output to look like terminal ASCII art.…
Maybe you or someone else knows, but when ever i come out of mesh paint mode I find that my perspective camera is parented/locked to the object when I try and move it, like it follows the static mesh.
Hey man, I love how the scene's coming along. I was wondering how you did the shader for the faked parallax offices though. I'd love to see your nodes if you wouldn't mind. It's a really great effect.
That is typically a good way to clean up a mesh. :) Models also have a Drawing Overrides section in the attribute editor for both the transform and shape nodes, this was probably set to Template mode. Something to check out if you run into this again later.
These are the blockout core cmponents. These are to be single meshes, barring the platform extensions, which have been reworked into modular pieces. The trim sheet's changed a little bit. Tiling the house components wasn't working as well as I'd hoped, so they've become their own square sheet. With the house components and…
what are you guys doing to get the lighting to come diagonally from the top left? are you combining the green channel of the normal map with another one? I'm able to get a similar result but it involves 6 photoshop layers with the red and green channels set to different blending modes.