So. I am his partner, and let me explain why and how everything will works. Because of the problems with baked meshes in udk( we know there are methods to reduce the artifacts but they cant be 100% fixed) we try a new approach to have smooth looking. We will make supported but optimized meshes (everything will be welded…
1. Duplicate the secondary (teil) pipes and inflate them slightly (push modifier) 2. Make main pipe a compact object via ProBoolean, then add the inflated pipes to the main one with move+union+imprint options. Make sure there's some space between where they intersect. 3. Convert main mesh back to an editable poly, or use…
Yeah, my problem is that the project I'm working on is Unity 5, so my options when it comes to shader magic are extremely limited. Still, I find it so weird that I can't get this to work. I've been searching quite a bit on this subject and I've seen several people with the same issue, but not a single resolution. I've…
Hey all, I'm a bit late posting this due to my other work, but here's an update of my latest textures: This should give a proper impression of how the textures will look in my level. I've modified the bits of exposed wall so that the top matches the bottom, but the textures don't tile yet - I was preoccupied with making as…
Most applications don't have one, while it is nice its not the only way to work. If it was the best approach, I think everyone else would be trying to add them. I personally have never felt limited by a lack of a max like modifier stack, but then again if you come from Maya the Modo approach will feel far more natural.…
Hi, If you want to keep it deferred with " Standard " lighting in shader, it's not an easy way. You don't have access to any kind of lighting information before the lighting pass in surface shader in deferred. You can try to modify the built in shader from unity named " Internal-DeferredShading ". You can download them…
You raise some great points, dwgagner. I've gone ahead and modified the shoulders to make them less broad and masculine. And I've modified the head, pulled the eyes back a bit as per Ravenslayer's suggestion. Current: Thank you all so much for your suggestions... I think these changes have definitely improved the overall…
Have just created a modified version of the physically based shader for substance designer. This modified version allows you to work with a full specular map (like toolbag2, for example) instead of using the metalness workflow that the default physically based shader of SD4 uses.…
Yeah, i did have a bit in the OP about project details. But opted to tell everyone to tell me whats wrong with the model :) And you did just that!. But yes, i am aware, And it is actualy meant to be a 9 mm with 16 rounds in the mag and 1 in the chamber. I didn't want the gun to be "puny" in the game but i really liked the…
@ Lonewolf - It is max, but its not really a script... What I do is use the wire parameters dialogue to wire the sub-d level of a turbosmooth applied to a sphere to the sliders. I then copy the turbosmooth modifier off the sphere, and "paste instanced" onto my geometry as Im working on it. That way the slider controls the…