No ! It should work, the issue is that your shader and the renderer you used for generating the normal map (max?) aren't using the same algorithm aka the'yre not synced. How did you generate the map, what is your target engine ? You might want to look at http://www.handplane3d.com/
wow this is great concept and i love it !! Also interesting movement ! Did you use only Ue4 for those animations ?? (I'm new and i want to learn about it...) and for the crystal one, i would suggest to leave some fragments around the target sphere after explosion ??
Thanks for the positivefeedback. The white is a field applied whitewash camo. It was common to leave sections of vehicles unpainted to break up the shape more effectively. The tops were painted to stop enemy aircraft finding an easy target. Most of a tankers life was spent doing mantaince, Repair and Camouflage.
Something is wrong. Either you have a super super slow PC or your lightmap / lighting settings are off target. Just wanted to say I think the scene is looking great. I think the lighting could be pushed quite a bit more though. Keep rocking it!
As an obvious render target to help facilitate what a porfolio may look like, The Skillful Huntsman was an elucidating book to me about both approach and end results for these four Art Center students as they all tackled previs art for one specific Grimms Fairytale movie idea.
The following could be a goto, people might see a item from a creator they like and have a specific question, might filter out the general questions if they can be targeted, and splits questions into fulltime / part time I suppose. NickName - Occupation - Known for (Their best item?) - Twitter / fb
Loving the game, as an long time Wolf:ET player. It's really growing on me as I get used to that style of gameplay again. Turrets though? Working as intended? If so they really aren't intuitive. Is there some magic trick to make them acquire targets and open fire in a predictable way?
Wow, thanks for all of the helpful comments everyone, I've got a great to-do list now! First up is improving the water, it's picking up a lot of the bright green pixels from my render target 2D so trying to figure out how to fix that first. :)
No you cannot, as all of the deformations are controlled solely by Bone rotation alone. The engine at one time supported Moprh targets, but IT's complcated and involved scripting. For character, it's sleletal bone control, and that's it. However you can bake the simulations in using dynamics and constraints to drive bone…
You're going to want to use Cloth to make morph targets, or attach some bones to the surface of the cloth. Define some key poses every couple frames, and loop it manually... there's no way for a sim to loop correctly, though it may be possible something in Max contains an override to fake it.