This is a design based on the idea of a node control kind of map, which I think would be a good change of pace in the world of Unreal Tournament. The map should function equally well for several other modes of gameplay given it's design, which I will be trying to do a 3/4th view of it and possibly an overhead view. This…
I'm a 3D character artist by trade, and getting useful feedback on in-progress work has always been harder than it should be. You post a render and it's either "looks sweet" or silence. This forum is one of the few places I've ever gotten real crits, which is part of why I'm posting here. So I built a tool to fix it. The…
Hello, I've got 2 Errors and I don't really know how to fix it I hope you can help me with that. Error 1: Blueprint Runtime Error: "Accessed None trying to read property InventorySlot". Blueprint: ThirdPersonCharacter Function: Execute Ubergraph Third Person Character Graph: EventGraph Node: Add Child to Overlay Error 2:…
This stuck with me. After some further, more detailed, reading and researching, you can totally create the van der Corput sequence that Hammersly and Halton based extended from in UDK. You'll need DX11 mode on to have it work, as that supports Shader Model 4 and therefore the bitwise operators that make the sequence fairly…
I looked at the HLSL, but I'm not great at figuring out what the code should be. I can't see anything glaringly wrong, but I'm not sure what I'm looking for either. That's why I'm using a node-based editor. :D // -------------------------------------- ShaderVertex --------------------------------------SHADERDATA…
Hi, I'd like to back this thread up to what you've got going on in Designer first. You mention wanting to get the nodes you've called out as textures (Normal, Histogram Range, Ambient Occlusion and Blur HQ Grayscale). Normally what you'd do is connect those to the final output nodes, and export them all in one shot in the…
update: solved, kind of. not worth investigating because advanced skeleton actually has a blendshape correction wizard, which if you use, makes it so that this problem isn't a problem. I had been adjusting the blendshapes manually. if using sculpting brushes on a non-skinned model, you can toggle the display so that the…
creature. monster. plant. basically anything that's on a level that excuses it from hangin' its balls out in public. NO GEAR* i'd like to keep this one pretty open to any interpretation of that. you environment guys might like to bring a castle. or well sculpted rock. hard ons for hard surfaces bring a mech. drone. or…
Add both textures as you would normally do then go to Windows > Relationship Editors > UV Linking > Texture Centric (or UV centric) then you can just make sure each texture is connected to the right UV set. you could probably add a UV selector node on top of the texture node.. not sure I got the names right but you should…
For a regular artist? None But you should have some technical aptitude and understand logical dependencies, the need for rules and budgets and specs and why they should be respected. This will help you to deal with things which are not programming in the strictest sense, but which are often considered "technical", such as…