Looking really good overall, the lighting and mood are working great, especially the sunlight coming through the beams and vines. =) One small thing that stood out to me: the step in the foreground feels a bit too smooth/curved compared to the rest of the stonework. It might just be me, but since the scene leans more…
Hello all, I'm new to lighting and I'm having an issue with light bleeding through to the interior of this room. Does anyone know what causes this? I thought it might be an issue with the thickness of the walls, but I gave them some thickness and didn't see any differences. Any help would be appreciate, thanks!
Hi everyone! I'm thinking about having a character customization in Unity with full use of Blend shapes. The main thing I'm trying to find out is if this will cost too much in performance. I know that Blend shape animations are more demanding for memory, but I haven't seeing much in regards to customization, where you use…
Hey guys. I wanted to try to get blended normals in an UDK material and I don't know how to approach this or if it's even possible? I know how blended normals work in theory and I've created this with other software, just not with udk... yet. In very few words, you need to do two diffuse calculations, one with normal map…
Hey guys, I just figured out a trick in Photoshop and I thought I'd share. As we all know the blur tool's absolutely useless, and the smudge brush can be slow. I found that you can use the Healing Brush to simulate a sort of waterpaint-like blur that seems to work quite well for blending purposes. Here's a quick step by…
Hey peeps, I use the "blend if" layer modes a lot in PS, but I've still never found a way to convert the layer to one which has true transparent pixels. Flattening or merging with empty layers destroys the blend mode. Any suggestions?
Hey guys, I posted a while back on a rigging problem and it was easily solved, so I'm hoping this is also an easy problem. I'm currently trying to blend a transparent object with something that is opaque, like painted glass. However, UDK doesn't seem to like that and I was wondering if it's even possible. I have my alpha…
I like the variations, but the mid-level shapes are looking all a bit blobby, compared to your refs. I think you could be better served by using lower-poly meshes, with tiled textures and multi-texture blending. I'm reminded of Anthony Vaccaro's work on Uncharted 3, for example. https://www.artstation.com/artwork/rZAvJ See…
I was wonder if it is possible to blend textures by height like I watched in UDK. So if one texture was a brick and the other texture is moss. You can paint with vertex to only have the moss blended in the cracks? Like this. http://eat3d.com/free/vertex_painting Any direction would be appreciated!
Hi, I'am planning a level inside ue4 and I would like to use vertex painting on walls to blend multiple materials together. I do know that I'll need a fair amount of vertexes to have nice results when blending the materials, but, should I disable LODs for assets that will have vertex painting ?