Struggled to find a nice easy to use Maya to Unreal Vertex Animated Texture tool, so I ended up making my own. Thought I'd share with the community here, so that anyone can use/improve it further for their own uses. It produces a both a normal map (World Space) and position map (local space - position map relative to the…
Thanks man! Yeah it's a lot of little nudges here and there to find the right balance. It's quite tricky when in tunnel vision mode. What helped me is stepping away from it a couple of days and coming back to address it specifically.
Shader Forge has an outline mode built-in to the shader editor, worth a look if you go back to this. Shader Forge is really very easy to use, if you've ever used any node-based editors, like Hypershade.
I'm trying to simulate light coming through the canopy of a forest and get those nice scattered rays. Using a gel image I've got the pattern on the ground I want but the shaft is still a cone. Any thoughts? Thank you so much!
Ah turns out I was using the wrong node, I should have been using 'Height to Normal Blend'. If anyone else comes across this issue hopefully this answer will help.
In fact make sure its a core 2 duo because OSX Lion requires it, and to work with the latest version of XCode you need the latest OS, right? [Apple] are sneaky [bastards].
Our friend Xcal will be streaming our PAX arena mode live tomorrow at 3 pm central at: http://www.twitch.tv/zrozilacx Come check it out and leave comments / feedback / questions. :)
Now that bring back some memories. New weapons and items are very welcome and I hope they come up with new game modes and item delivery systems to keep this thing addictive!
Hello lovely people of polycount! I just have a quick question, more like asking for your opinion : Is my taste in design shit? *Before I move on, my Artstation : https://www.artstation.com/artist/doodlok and my improvement thread : http://polycount.com/discussion/178177/davids-improvement-thread-cc-welcomed#latest That…
Probably too late but if someone is asking the same thing... i fixed my issue this way In your substance, add a 'gradient' node juste before your baseColor output. Your baseColor output will be set to color mode and not grayscale.