I have no clue whats going on but all of the sudden my UV view does not longer equal my viewport view (this worked fine an hour ago) I only have ONE set of UV's Yes, its the correct image in my texture node yes, i'm using the UV's as a coordinate No, my mapping is not altered No dubbele verts No flipped normals. I have…
@Fabi_G Thanks a lot! I'm not really sure about the normal map. Substance plugin auto sets the maps up and did it with bump node which I felt wasn't working properly so I plugged the normal map file into an ainormalmap node and set it up like this: And Uvs: I did much of them as UDIMS so I could have larger islands and…
Looks like your mesh is black because you're not supplying the POM node with a light vector input, If you load up the Epic POM content example map, and take a look at the shadow example, you can see how the light vector input works. They use a custom light BP which updates a material parameter collection, which in turn…
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In Maya, you can start an extrusion, use the move tool to position at your vanishing point, and scale tool to pinch the selection together to fake the perspective. Using the Extrude nodes Offset attribute, you can adjust the size of the final points to tweak it as needed. This is for a single object with multiple holes…
Vertex paint is one option- using a world position offset is another. Basically, you are applying another 'detail' texture on top of your standard texture, and piping a WorldPosition node into its UV node to scroll it. http://www.chrisalbeluhn.com/UDK_Asset_Position_Offsets_Texturet_Tutorial.html (watch the gif at the end…