@jordan.kocon make sure to go into the UDK preferences to turn on DX11 before hand go into photoshop make a apeture shape White apeture shape Black Backround. 256*256 or 128*128 texture size. make a post process volume and there should be a slot inside of blur for brokeh texture sample. I think there is also a roll out for…
Hi! It's an annoying little thing. Every time I start Maya I have to setup my Display Elements like "Polycount(!)", "View Cube", "vertex distance" again. I want Maya to remember my settings, which it always did, but now I am using 2015. Also - why does the View Cube not work in Viewport 2.0? It's kinda ok once you find…
Image courtesy of Autodesk I just started taking a closer look at Maya's DX11 viewport 2.0 rendering, and it's really catching my attention now! I'm starting this thread with the intention of learning more about real-time rendering methods and how they all compare. Is anyone familiar with using the Maya viewport 2.0 DX11…
We are looking for a talented artist that will be hand-painting (from scratch) game sprites for a mobile game. Output is mostly 256 x 256 pixels but we will need the 1024 pixel versions too along with the respective PSD files. Below are examples of the quality of work we are expecting: Number of sprites: 10 Project budget:…
I got an ugee 2150 last year did an indepth review here http://polycount.com/discussion/168384/the-ugee-2150-a-great-wacom-alternative a year later still love it, most fiddly thing tends to be the drivers, but once you got the wacom drivers off which was the hardest thing to do, get the latest ugee ones and disable all…
Try setting specular color to something in magenta. Maybe 255 100 255 Specular level controls the brightness of highlights on your object's surface. Glossiness controls the size and shape of those highlights. High glossiness will give you small, sharp highlights. Low glossiness will give you large, duller highlights.…
Nice one MoP, very much apreciated! I will give that way a go, would the same work if I add a composite map into one of the mix map slots out of curiosity, that way I *think* the path would look less faded letting me position it better with cleaner edges instead of a faded look that a 256 mix map would do. (256 is my limit…
Errors that either dont exist or I dont understand ^^;; Im following along with tutorials sent to me by a previous college instructor. To help with my learning he basically told me to just copy what I see him doing (Im learning disabled). I completed two different files (MyGameType.uc and MyGameHUD.uc). The first file…
Got it! Okay so your model is sound; the normals are flipped inside out on the entire model but I assume that happened while you were trying to figure out how to fix the faceting on the model. The issue is Maya itself. It has never been very good at rendering transparency in the viewport unfortunately. Working in Viewport…
So, I made some little change and try to make something with the maya viewport 2.0. about the model; done with maya (normal map rendering too), texturing in Mari 2.0 with some tweak in photoshop. 18k tri with 3*4k maps (normal, spec and diffuse). Hope you like it. I am sure I could make a better texture for it but getting…