ah. ha glad to hear the clarification, then its well executed as a whole and makes 100% sense. Appreciate the update on the direction, i look forward to it. If you haven't seen it "they", made a "mirror type material or effect", irl i forget the search terms but it bends light in a certain way to make things appear…
Hi! It's because the UV orientation is different between the preview sphere and the mesh. Easiest solution, assuming this is a directional pattern, would be to change the orientation of the meshes UVs (rotate by 90 or -90 degrees), so their orientation is consistent with ones of the preview sphere. To solve it in the…
Metals should have a very dark (basically black) diffuse, as the look of pure metals is all in the reflection, metals do not diffuse light. It looks like your texture has a bright silver and yellow color in the diffuse, these should be in the specular map instead. The spec map should be pretty basic, pretty much a flat…
1: yes, rather than try and fit them into one material, you can simply apply multiple materials to the object in maya (select faces and then apply the material to them), and then export/import again and where you normally apply the material to a mesh in UDK there will now be more slots...and each slot can have its OWN…
Hey guys, update time. Had some major issues regarding my pc- stupid issues with the editor, and my graphics card basically died, so been stressing over that. Back on track now though, although I've run into a new problem... (I've posted this in the UDK thread, on the off chance...) Basically I've created a vehicle and its…
Hi, I'm a game artist and I'm in the process of making a large table that has a lot of sculpted detail. I just finished the sculpt in ZBrush and I'm now UVing it. The shells do not have enough texel density if I map them to a 2k map so I was going to just cave and use a 4k instead. However, I've been watching some videos…
Optimization There are 3 areas of optimization I want to talk about. 1. Material pins: There are now two pins that deal with decal opacity: Opacity & MultiOpacity. How do they interact with each other? I decided to make it like this: If MultiOpacity is connected, the opacity will be read from this attribute, otherwise the…
https://www.unrealengine.com/marketplace/en-US/slug/storage-and-attic-prop-pack This is a pack created from assets we are using to create breathtaking realistic environments. These assets are inspired from worlds we want to build. This pack includes 110 assets (each with material variations) to customize and fill your…
Today, I
finished first vehicle for my project “Stranger Worlds”. Vehicle’s codename
– Thor. During
development, I solved on of the biggest problem for me - how to make materials
for a complex asset with hundreds of parts and achieve a clean result. Before
that, I used two different approaches in texturing – unique…