It's the new quixel suite... the whole scratch and dirt thing works great, mostly on smaller objects or with a lot "different parts" but when using bigger and flat obejcts you can see like in my posted picture how the dirt, scratches etc... are repeating... The texture size is 4096 by the way
Hey everyone, this is my first time posting in the tech talk section. I've been messing around with MEL Script for some time now and one of my buddies suggested showing some of my code to a larger audience to receive better feedback. I don't necessarily want to learn MEL thoroughly, but it's nice to know enough to be able…
suggestions: -the lighting is too dark and not very 3dreadable ... the columns are entirely black whilst the hanging cables are totally drawing attention because light seams to leak in from above. take a closer look at the concept art. -the lamp strip kind of meeds abetter transition to the none lit geometry right now it…
With my limited knowledge I do think it matters most of the time especially if you're vertex bound. However if you are already bound by batch count then having LoDs is not going to help much at all. Lets say you have 400 draw calls and each call equals an individual 3d object. Let's also say that this equals 1000 000 tris…
I'm not 100% sure what you are trying to do, but for what I'm guessing, using a struct to store the information would be the safest way. When you do oldP = (selection as array) each item in there is a reference to the actual object in the scene. When you change the pivot and position of each object using Selection.pivot =…
Sorry, it's me and the kids today, so I didn't get to it till a few minutes ago. This should get you started. Just make sure you replace my KActor with one of your own. When you swipe up it will jump. Copy and paste this into Kismet. Begin Object Class=SeqVar_Object Name=SeqVar_Object_2 ObjValue=KActor'KActor_0'…
Cool, I would use this bonus tool if I wanted a quick way to change an object's pivot based on the current component selection. Thanks Malcom. However, for some reason the default behavior of that bonus tool, is to disrupt the current component selection and selecting the object instead. And even if it was possible to…
I find solution. You need to detach the object that has transparency and create a separate material for it.These objects are the same (UV), but for one the material in the UE is opaque, and for the other it is transparent and everything will work.The only thing you need to do is work with the substance, what is dirty in…
Update Backlog 1 : Collision and Elevation System A major challenge I've been struggling to tackle since I started game development was handling collisions in a 2D space and simulating depth simultaneously through the use of elevated stairways, ledges and bridges. The Challenge The technique used to calculate collisions in…
Hello! I started learning Plasticity recently and wanted to share some of my thoughts about the software. Maybe this will be interesting for people like me, who have a poly-modeling background and consider giving CAD a go. First of all I was pleasantly surprised how "artist" friendly Plasticity is. The interface is very…