Hi everyone, this is "Mansion" a project that i started few months ago.I should have posted it earlier to get feedback and improve it. It's never too late :smile: Goals: Texel density / Polycount optimisation / Layered materials / SSS with the foliage / Composition / Hard surface and organic modeling / Storytelling /…
Hello folks, I have question if anybody here knows if it's possible to capture g-buffer passes from Direct3D/OpenGL applications for later composition in an external DCC (Nuke, Fusion etc.) GPU profilers (RenderDoc) can capture everything what's coming in and out to GPU but it's only for one particular frame. I found this…
There's been ballistic physics in the last few battlefields so I don't see why not Lasers in the movies move amazingly slow, I never really understood why they'd use lasers over bullets haha It's marketing, there will always be bullshots (or in this case bullvids haha) Anyway we're seeing some gameplay on Sunday…
Fuck ya! This game is a TON of fun. I switched from Medium difficulty to "Casual" so I could enjoy the best part about the game (destroying shit) while ignoring the mot difficult (the AI is brutal at times). And, unlocking things at a faster pace is making me enjoy this even more. My favourite things so far: Weapon: The…
Hey there, I am following this awesome tut showing how to use tiled terrain in Unreal, it's working great except for the material part. The instruction states to: [...] Create a Landscape Layer Weight node for each weightmap you exported from World Machine. [...] Connect the output of the layer you want on the bottom to…
Yes, all of the time. People, please organize your PSDs. The other day I had to make a bunch of texture changes on a PSD that had 70+ unnamed layers. For any element in the texture, there would be at least 7-9 layers affecting the appearance. Some had as many as 16 layers affecting their appearance. This is not conducive…
It's sot of hard to resist , a subject somehow looks ok at close inspection that way. Same issue you have when draw something on a canvas up close and often need a few steps back and try to catch an impression your work lefts in a corner of your eye. While Zbrush does it automatically since you go from low res to high.…
ha, the military channel. IEDs are not set off by pressure sensors, they're set off by guys with mobile phones. basically they strap a mobile phone to the bomb, with the vibrator on. and the vibration sets off the detonator. IED means improvised explosive device. its basically anything they can get their grubby hands on…
This is a little something i am working on at the moment. I really loved the design when i saw it which is by Feng Zhu. My intention is to finish this and import it into the Unreal 3 editor and make it a driveable vehicle in Unreal 3. So far i havent made and of the normals for this besides the tires. I am working on the…
If by 32 bit you mean 24 bit color with 8 bit alpha/transparency, then I have something working. Also, if you're wondering about a file format, .tif works fine. Its lossless and supports alpha channel transparency. Here is how you will have to set up your render layer for a depth pass with transparency though: Step 1 -…