it's going to work a little different in UE3, you're not going to set up multiple materials but one material that uses masks to switch between diff values/textures. You'll use a lerp (linear interpolate) node to mask between multiple values. For instance if you want to have a metal area and a dull wood area, you would…
so, I did a couple of tests and you're absolutely right. it looks like shit . why ? bilinear filtering is bad at minification (downsampling) . Photoshop uses more appropriate filtering methods for downsampling (you can choose which one when you apply transforms iirc) these are slower and possibly not easily GPU accelerated…
wk - #1 Homework Feedback: * Bind Pose (Arms raise higher and Legs straighten) * Face too realistic? Feels a bit older than the concept * Back of skull shape * Bigger eyes * Taper Cheeks and Jaw bit more * Soften Nose Bridge * Eyes bit flat from the profile * Neck too thick and too much detail (ages her up) * More build-up…
I suggest to use "gradient" from filters library with debug preview set on . Don't think brushes could ever give you a smooth gradient. 1. make a fill layer 2. make a mask of a shape you need 3. put a gradient filter in layers height channel and set it "on" in display gradient(debug) or just an image file with a gradient…
Agree, Painter is very far too. For some weird reason they killed those few very little things to paint manually in Designer around version 3. And I need something to touch final textures with my own hands, erase/ patch few bothering procedural spots etc. So Painter is only option. Ideally I would love to see Designer as a…
Yea, it's an interesting thing to have tried to do but possibly not that useful in the long run :P. Starting to set this up in the game engine definitely sounds like a good plan to me. It'll take long enough to get all your animations working nicely in your engine so it's probably worth investing time in that now rather…
That shader node is really good for previewing real-time models in Blender's Cycles, even though it's an offline renderer. But for texturing you're gonna need something else. For free baking and texturing you can use xNormal for baking and GIMP for the actual texturing. I recommend to grab Partha's GIMP 2.9.5 builds for…
Hello Melvic, I'm no expert in Game Particle Simulations but I can tell that sometimes what you see as particles are just mere polygons with alpha image data on it. A tornado of leaf can be achieved with basic plane geometry primitive applied a leaf texture on it. They of course multiply the leaf by numbers, cascade it,…
Eh, I would say both the Designer and Painter spring releases were substantial with what they offered. Baker improvements and optimization, new nodes or multidirectional things, that atlas splitter which detects components in an atlas is great. Painter having first the inclusion of a bunch of different symmetry modes with…
I don't really have time to go into this very deeply today, but will try to provide some more feedback over the weekend. For the moment, there is a new function in WW that I loaded today with an updated UI for the Nudge Tools in WW. Among them are snapping functions. Those should help with old-school methods of editing…