It's in Unreal Engine. Check out the documentation for more information on this method: https://docs.unrealengine.com/5.0/en-US/fbx-scene-import-in-unreal-engine/. In the end, the best approach depends much on what you want to achieve specifically. Figuring out the fitting workflow is part of the project. In the past, when…
It's coming along nicely thanks to CB. I've created a very simple rollout UI, and it sets the active time segment to the track you click on, this will be very handy when it comes time to use it. But I hit a snag, I'm trying to sequence the sound files but I can't figure out how to get a loop going that will find the end…
Struggled to find a nice easy to use Maya to Unreal Vertex Animated Texture tool, so I ended up making my own. Thought I'd share with the community here, so that anyone can use/improve it further for their own uses. It produces a both a normal map (World Space) and position map (local space - position map relative to the…
notman said: I think I figured out what you mean. About how the characters sticks out from the environment and it has to be due to the way they are shaded and lighted. SPOILERS!!!: Here's a screencap of one of the prettiest place in the game:…
Been using your a few of your tools for quite some time now, and love the modularity of the toolbar (adding 3d party scripts to the mix would be a cool feature).. however, the newest version throws me an error everytime i start max (2012): -- Error occurred during fileIn in #C:\Users\snj\AppData\Local\Autodesk\3dsMax\2012…
Yeah they're basically just three different masks made in Substance to add scratches and splotches to the base colour/roughness, nothing too fancy. Basically at the moment it goes base value -> curvature -> grunge multiplied in -> AO, not doing any massively complicated blending since I just want to vary the material a…
Hi there! Congrats on the internship! I'm one of the NS2 env artists, and I can give you a bit of feedback to make this more in line with the NS2 maps if you like. Firstly, it feels very blocky. It feels more like a concrete bunker than a lab/research facility or whatever. It's the blocky walls and 90 degree corner that is…
I dunno nekked, no matter how cool this all sounds I can't get myself to believe in a complete rework of the way game engines operate. I am all for hoping for a much more generalized used of voxels for highpoly creation, but hoping that realtime (= OPTIMIZED) 3D will be like that anytime soon, I don't think that's really…
I have done hair before but I'm really tired of placing hair strips by hand and it ends up looking flat in the end. I'm trying to find out the best method to create convincing hair and I'm stuck. I tried fibermesh and it's fast but the end result is less than perfect. Maybe it's the texture: Or maybe it's the material in…
I don't really get the meaning of their title It's the End of the Beginning. So that means the first part is wrapping up. Then the slogan is the end is near, but what is nearing is the end of the beginning which would be the first part, so that it isn't really ending but more starting the middle part. Unless you skip the…