Thanks! I've updated with a new node: This I called the amMaterialColorBlend It works just like the standard allegorithmic node but it allows more control over the normal map. With it you can change the direction of the normal noise - up or down, adjust the blur/bevel, and increase or decrease intensity. You can get it…
That's what I experienced as well. The Tile Random node delivers an approximation of opus tiles - but nothing beats the original. Your trimming and widening nodes look cool. Any tricks you might share on how you did these? I also like how clean and crisp your cracks are looking - they really fit the style.
@Toku in fact you can probably just go with a really simple shader like a blinn, with showinviewport enabled. And a normal bump node inside bump [do not forget to invert your nmap in Y if required inside the normal bump node]. and you're good to go the Oni [monster of my profile] is a screengrab from viewport.
You have basically panned your texture, you haven't actually manipulated your UVs. In Unreal create a panner node in the material editor and plug it into your texture node UV slot and test your values from Maya's place2DTexture in it. No point shouting, this is just how it works. Post back if you get stuck.
Cool ya, I found the bloom options for the uberPostProcess node but these settings aren't changing the scene either. Originally, I was trying to adjust the settings with the PostProcess volume, but neither the volume nor the node's settings seem to be affecting my scene. Do I need to assign the chain to anything, like I…
Did you read the help on it? Never tried using this tool, but by reading the help my guess is you select and load the source characters character set node and then select and load the target characters character set node. Now you should be able to map different character set attributes in between those. Doing swizzles etc.
thanks guys! I hope you are finding it useful. @DanaosC , I tried to have as less features as possible built inside the node itself, but all you have to do it is connect it directly in to a Normal node and it will give you what you need, you can also pass it trough a Blur HQ if is too sharp.
For a mirror you don't use cubemap but ScreenCaptureReflectActor with TextureRenderTarget2D. Here's a tut how to set everything up. https://udn.epicgames.com/Three/DevelopmentKitGemsCreatingDistortedReflection.html As for the material setup, you'll just need ScreenPos node (don't forget to check Screen Align), that goes…
Right, I've forgot that root node . With the root node in place do I have to redo all the weighting again or can I preserve it somehow? And generally is it better to have the left and right arm respectively in one mesh item or both arms in the same mesh item? (I'm new to rigging) thx for your help
Hey. I looked into conditions quite a bit. Here is what I gathered: Conditions: - Engine is free. Download it. Keep it as long as you want. - Single player game releases are also free. Sİnce you don't use online services (Best part of the deal IMO) - For multiplayer parts, need to use AWS. - You can release your game on…