Hi everybody, I have a problem regarding normal maps and shading in Houdini and in Unreal Engine when I bring my HDA. I will try to be as concise and to the point to explain the issue CONTEXT I am making a building generator tool for Unreal Engine, I have created a Houdini HDA and brought that into UE. I modeled some…
Thanks for the suggestion :) UDK seems to ignore RGBA .raw files. It can be because I am exporting from Photoshop 6(not CS6) though. I tried the two-texture thing and it seems to be working. Here's what I did: In xNormal(tangent option is off): - Render one direction map with X+, Z+, Y+ - Render another direction map with…
Parasite Eve II https://www.youtube.com/watch?x-yt-cl=84503534&v=M5lXYOszDHA&feature=player_detailpage&x-yt-ts=1421914688#t=532 Resident Evil Rebirth and Zero on the GameCube and probably some other RPG, that I don't remember, do that too. I think it's very expensive to implement pre rendered material into a game, in…
Final Submission OK, so after joining the challenge well after the start date and not being able to put in as much time as i'd have liked due to other commitments (which i'm sure was a problem for most people) this is my final entry. Unfortunately it's not got everything in I had planned to put in but the general idea is…
heh I was being lazy on the texture sheets... I was going to wait until putting them up on my website to create them but already it seems in high demand. I will see about creating some texture sheets. And glad you like it otherwise guys :) PogoP - The dead end texture was on a 2048 x 2048 and a 1024 x 1024 The whole piece…
@Dataday just to correct, VGA is capable of higher transfer rate than hdmi, true the screen is 1440 x 900 but the monitor is 19inch it's not really big enough or necessary to fit the display res of 1920 x 1080, but it's still bigger than 720p. It's not full HD no, but it has an equally good and or better visual connector…
Unfortunately I'm just too orthodox to consider it worthwhile. I simply don't separate bits of the game that way. I don't want to have $x of stuff in the game, I want to pay $x for the game. I understand that developers want to create more content for you to buy after release and for me that is DLC and Expansions rather…
I'd focus on the environment and ditch the character. Just make sure it's a badass environment. You've noticed my portfolio contains a bit of everything and that was a mistake. It took me a long time to adapt workflows and to switch to new software and mindsets, in hindsight it wasn't worth. I love characters but in an…
I guess it's a matter of where you come from... If you're an old max user you're probably used to it's "scattered item interface" and rt3 is probably looking not so attractive, but if you don't have too much experience with max, then you will be happy to find a gui that offer almost everything in one place. Btw the toolbox…
I think the minimum edge padding(dilation) to use is: log2(max(width,height)) + 1 = nMipmap Levels + 1 for example... for a 2k x 2k texture is (12+1) = 13 in that way it's guaranteed that if two pixels use the maximum and minimum mipmap LOD then a 2x2 box filter result won't present visible seams. The default in xNormal is…