Hi, I'm looking into setting up the correct settings of all of our textures in UE4. I read through epic's documentation on settings but they explain roughly what the thing does, but don't go into specifics what settings are needed for specific projects. So I have a couple of questions about these 3 important settings. 1)…
Hi there, Note: We do NOT require you to have knowledge of coding the UI in UE4. This is solely for the 2D artwork/PSD file. Circuits and Shields is looking for an expert UI artist to put together the UI for our main in-game HUD (and possibly further work on menus/game screens in the future). The first task, the in-game…
Does anyone found anything truly new and useful there ? I see Splatter v2 allows dense details with tiny scale but still does same aliased depth combine and bad alpha for something like tiny twigs or grass blades. I am still using old fx-map nodes instead . More controllable and easier to modify. Anything other new and…
Sorry to dig up an old thread, but I needed this recently. The script didn't work for me, although I found a workaround in 2017 version. Goes like this: 1. Bevel desired object. 2. Go to attribute editor of the beveled object, select bevel node and go to the bot where there is a drop down menu "Node behavior". Change from…
My simple explanation: Lambert1 is the default shader in Maya. Its node is hard-coded into the shading and particle engine, and its not like regular shading nodes. You can see this yourself in hypershade. Select Lambert1 and hit 'input and output connections' or >> . You'll get two nodes branching off, one is…
Sverchok addon https://github.com/nortikin/sverchok Kind of a Houdini or Max Creation graph for Blender. Have lots of parametric primitives or ways to create your own. A little bit too deep and low level but having a few nice features I have no idea how to do in Houdini or MCG. Works just fine with current Blender version.…
I was wondering if anyone else had come across this problem in Max 8. At the moment it doesn't seem to be happening to all characters, but to a fair few of them. They were all built and rigged and animated in Max 7. If I have saved a character with Figure Mode switched on, when I (or others) load it, it is still in figure…
Looking promising. Note how in the concept, the bright yellow leaves at the top merge with the light background to open up the frame (could perhaps be argued if they are necessary at all). In your version, they are on a dark background and the brightest thing in the picture, drawing the attention away from your subject.
Assuming you're doing things yourself, I'd recommend Unity. Its much easier to rapidly iterate a useful product even if you're "doing it wrong". UDK and Unity are both highly capable, but they each are a different philosophy of "how to make a game". Which one resonates with you, and what your end goal is, will determine…