Get rid of the front page. And if you insist on HAVING that god-awful front page, get something with some decent texture / pixel density on it. What you have right now is crap. Your resume - NO to a .jpg. Offer a Word format at the very LEAST. I've said this before, and you still don't wanna change it, and now more people…
unreal terrain is extremely robust and pretty efficient. you're very unlikely to have any collision problems unless you're doing something difficult (like online multiplayer or large world with streaming) - if you're targeting xbone or better and you're not intending to build a giant environment the defaults are a…
You're generating UVs in world space when you do that only 2 components of the world space position vector are used, and by default that will be XY. if you put a component mask before it goes into the POM node you will be able to select which orientation it is working in. eg. choose GB rather than RG and it should tile in…
About joints, usually you'll want them to have at least 3 edge loops so when it bends the middle loop preserves some of the silhouette of the joint. Otherwise you'll have to go out of your way to keep them from squishing with the chance of it looking like crap anyway, even if you happen to create a corrective shape key…
I think alot of people do not realize or do not remember how much talent was hidden behind the myth of NURBS superiority ( re: organic modeling ) From what I remember of the game centric Poly links I had 24 years ago, they were limited to narrow concerns sometimes with neat triangle direction strategies, optimizations but…
Obviously I'm biased, but #2 isn't really true. The shaders in Toolbag 2 are actually very close to UE4 (not by default but can be setup that way, by swapping the specular map model for metalness maps, and hitting the invert check on the gloss map so it uses the "roughness" mapping), we're adding GGX specular in the next…
uh 3.5 Realease 2 is available now. http://www.zbrushcentral.com/zbc/showthread.php?p=608695 ZBrush 3.5 Release 2 is now available to download ZBrush 3.5R2 contains the following new additions, updates and fixes... NEW ADDITIONS... * New "Auto Groups With UV" option added which allows for auto-grouping by mesh (shells) and…
Hi there Mike - this is something that MeshMachine does, using a mesh without the details as a source for the smooth surface data : https://www.youtube.com/watch?v=b7-IDIqjF1k So perhaps this could be done using a small portion of the car without the tertiary detail. As a a matter of fact and as mentioned in the intro of…
Short(ish) playthrough of our first greybox pass submitted for today: https://www.youtube.com/watch?v=RU3M_fI2S5c The movement blueprint for the cat as well as the lighting for the scene are very much still a WIP - the cat placeholder we're using is currently substituted into the default Unreal third-person character BP…
As I troubleshoot this further I'm gonna note down here anything I manage to figure out partly for future reference and so that if anyone has a similar issue maybe it'll be helpful. Since I last posted I tried resetting Maya to default preferences as that was one of the last suggested things I could find online, which…