Knowing how important it is to keep honing my skills as an environment artist and 3D modeler, I spent my free time over the last few months building this retro, Mid Century-inspired secret laboratory. Although I have years of experience in Unreal, I wanted to keep expanding my knowledge of its systems, especially the ones…
Sorry, I should have said try Thin Surface with a Scatter value of 0. Also, I realized that in raster mode in the 4.02 build Thin Surface will be somewhat opaque with a value of 0. This is fixed in our internal build and will be included in the 4.03 release. For the time being Thin Surface will be fully transparent when…
Did you place those exactly on the ground or are they a bit higher? What happens when you set the Non-Deffered one to Project on Surfaces and the Deffered one to Planar? What happens if you disable Decal in the Shader params? Technically the difference is, that a Deffered Decal will always be rendered on the next surface,…
It's quite possible I'm all wrong, but I thought an object space normalmap ment discarding any lowpoly normals, since the normalmap itself would decide the normal of the pixel without using the underlying surface at all, so if you deformed it, how would it know how to interpolate on a surface? and then why do we use the…
Zremesher seems to work better on simpler hard surface stuff, so if you're getting spirals or just want extra density in certain areas, you can rake up your surfaces to control the edge flow. once you get the topology right, you can project it back onto the original. [ Images Deleted due to photobuckets greed. ] to solve…
Do you think this will be applied to FPV weapons and hard surface stuff in the near future? Or is it mainly going to be used for hero characters and large assets? Is it worth it for most hard surface types, or will most just benefit from more geometry and a robust normal map. I'm curious to know how it will change…
because of how it was computing the normals I think. That doesn't sound like it should of fixed the problem but I can see how it might of despite it not making very much sense. As the faces were in the same group it evened out the reflection surface and now the surface was flatter because it sampled a wider area you…
"A greeble or nurnie is a small piece of detailing added to break up the surface of an object to add visual interest to a surface or object, particularly in movie special effects. They serve no real purpose other than to add complexity to the object, and cause the flow of the eye over the surface of the object to be…
It's a bit of script in combination with that lowest bit on the shader nodes. I have a sphere hanging underneath the renderable surface at a relative height from the camera (if you jump it moves accordingly) that uses a 'Render to Cubemap' script, who's cubemap is then applied to all materials using an internal name _Cube,…
Hello! I'm trying to learn Zbrush, and I got really inspired when I saw Romys awesome thread Pirate Castle. I learned a lot reading his workflow, and wanting to try making something myself. So I'll try to learn Zbrush and build something in the process. I'm trying to make a simple one-shot view of a dungeon throne room.…