for all those having trouble getting it to run with the Steam version of UT3 here is what I did: Games Menu --> click "Add a non Steam Game to your games list" choose "browse..." now navigate to your UT3 folder within Steam: usually something like: "C:\Program Files\Valve\Steam\SteamApps\common\unreal tournament…
My opinion holds and yes after awhile I was like wtf I love the all the violence but after awhile it did kind of bug me. Still I enjoyed everything that got killed, I won't go with spoilers yet but it was fun. I did feel the Predator was misused in this film just like in the first AVP, but seeing the aliens have a feast…
My friend and I have decided to start working on a little game project called Deusira during our last year at uni, and we’d like to start showing off some of the procedural generation that we’ve done so far. The game will be a first-person dungeon-crawler, that’s why we decided not to make the dungeon completely procedural…
Ultimately, I am unhappy with the final result, though this is more down to my own limitations and inexperience as an artist. Though it did not turn out as envisioned, I do still like the complete design. Many aspects were ultimately missing from my final renders because I did not allow myself enough time to finish…
Thank you. The reason why we want to test UE is speed and costs. I believe - without proper testing with an actual shot pure speculation I know- that UE can render a frame much faster(there are a lot of other aspects than speed, sure but let's simplify) than Arnold. I rendered CUs with much hair and SSS and got rendertimes…
This last weekend I was working on getting in the masking details. I used a texture mask overlayed on the 2nd UV map of each asset to add the grunge feel and weight to the buildings or props. I also did some slight handpainted details over the props and added in a round of foliage. I think the middle bushes by the stairs…
Apologies for the late update, I had some stuff to do and I'm about to head out to work Done a little work which I think looks better, but would like feedback on it. I still need to add some cross-plank cuts, chips and try to add some height/depth along the plank like riceart did in their example. Anyway…
Thanks for the reference ! About my problem, that's exactly what I did. I just add some bevel on my low poly mesh. I though 4.000 triangle was the perfect poly count, but I did my research and it seems that nowadays we can go up to 20.000 triangles for a single weapon without problem. So I added some bevels and now I'm at…
>Will dynamask not use the AO map if it is not also created as an input mask? I have no idea, honestly. I imagine it will still be there in memory or at a physical location, so DDO will reference it if needed. Give it a shot and find out. :) I have a custom preset built specifically for making an DDO version of my AO…
Hey Francis! Are you using the Unreal 4-spec workflow in DDO? Currently it looks like you're using a specular and gloss workflow, which will not produce the results you're after. Try adding a Roughness map (DDO menu -> Add New Map -> Roughness), and remove the Gloss and Specular maps before exporting. Alternatively, you…