I think he's talking about the reddish Ramp inside the TF2 half-lambert shader. I remember there was a post about it, including that PDF that valve released, but I can't find it now.
Unity actually includes the parallax shaders by default (and I think Pro version comes with DX11 tesselation/displacement shaders), so it shouldn't even require additional downloads from the Asset Store.
WIP 17 Doing retopology and cleaning up some sculpt elements as I see them. This is closer to the final sculpt. Significant changes include the folds/wrinkles on the shoulder muscle fibers. Critiques?
Holy...if this guy had anymore of a man-crush on Epic, he would be oozing out testosterone with a raging boner. I'm surprised their logo doesn't include the snake fingering/tailing Epic's logo.
I think you can load up text data to WM as well (I do not remember if that includes some masking shapes) but you can't go wrong with texture mask for sure.
Use the Artist Template Map, when you create a new project with the starter content, it's included under maps. Also turn up the resolution scaling to 200% to get some super sampling.
I'm nor sure how, but I think you rotated everything in your scene including the grid. If you look at the bottom left of your viewport your axis markers are still straight.
yup, this worked. The key is select edge subobject with CTRL+SHIFT button. CTRL button alone deletes entire selection including other polys connected to vertices of the initially selected edges. Thanks.
yeah editor is UE3.exe -editor Just a command line switch. They've included tons of commandlets all built into the main exe. Its kinda nice, and also kinda confusing. heh