After a bit more poking around I think I figured it out. Here are the steps I'm currently using. It should be said that this is the setup I'm using for a single file export of base level geometry. 1) Export the scene from Maya to the Unity Assets folder. (I use a sub folder called Level Geometry). 2) Create and empty game…
Hum i see what would you suggest to be able too fix the issue? was thinking of changing the base rock texture, maybe would help you think? :) thx for critics greatly appreciated :D what i did is to tile some rock surfaces that i had in my photo collection then i blended them together, as i now see they seem to noisy... in…
Hi! I wanted to share a bit more of the math to make sure it's clear what's happening. So UE4 uses range of 0-1 for specular which gets multiplied by 0.08, and as previously stated this only gets used for nonmetals. So the default Specular of 0.5 gives you 0.04 aka 4% specular reflection for dielectrics. The reasoning is…
good read so far, thanks for the link. i was looking at their ellipses, and noticed they even point out there is a difference between constructing it with 2 points vs 1 an that neither are correct. they said the "radical" solution is to draw it with its major axis paralleled to the horizon line, which is like drawing it…
man'o'mule: The fresnel term is really a 0-1 range based on the camera to surface normal dot product I think the math goes: (((LookDirection dot Surface normal ) *-1) +1) ^FresnelStrength Which, if applied to specularity or diffuse, makes pixels brighter the closer they are to being perpendicular to the camera's look…
The outsourcing was a tiny component, mostly some misc destructible items and a few homeless /bum type characters. A lot of other developers seem intent on pushing the point that there must have been a secret army of outsource resource we used but sadly there was not ( though I'm not trying to say this notion is being…
Cool start! 1. Focus on making the room layout logical and believalble 2. Add human scale reference. Add FPS or 3d person character blueprint to walk around an test the space 3. Make sure the storytelling and props are consistent. Cables, seperation between floor and walls. cealling. lamps, wall sockets, door,
http://learnfobia.com/category-Maya-129/tutorial-Sprite-Based-Particle-Trees-2259.html Like this? Otherwise create plane and using an aim constraint with these settings: aimConstraint -offset 0 0 0 -weight 1 -aimVector 0 0 -1 -upVector 0 1 0 -worldUpType "vector" -worldUpVector 0 1 0 -skip x -skip z CAMERA GEOMETRY;
If your mesh has overlapping UVs and you're using lightmaps this WILL happen. Either make sure your UVs don't overlap and fit in the 1:1 tile or set the lightmap resolution to 0 in the mesh editor which'll fall back to vertex lighting (not so great) If you want repeating textures but to keep the UVs in the 1:1 tile, do…
I was watching a video from Flippednormals and they were going over midpoints for displacement maps. I was always told before when using 16bit tiff to use 0.5 as the midpoint and when using a 32bit exr to use 0 as the midpoint, but that video was talking about values like -1 and even 1 if python was involved. I have zero…