Substance Designer is all wrapped around basically two things: randomly or otherwise orderly placing distance blobs or just small pictures and doing per pixel UV shift aka 2d displace in Photoshop. Sometimes that shift comes in a repeating loop like "slope blur". Before they used FX-map node that control small pictures UV…
Console Programmer (f/m) As a Console Programmer at YAGER you will work with an international team of highly experienced and talented developers that are passionate about their work. Support a team embracing the latest technology on the newest console hardware. You will work closely with engineers, content creators and…
Hi Polycount gang! I wanted to let everyone here in early on this new release which will be fully announced Sunday night. In addition to early access I also wanted to say thanks! to everyones support over the years. We are offering polycount's users an exclusive $5 off on this release. I made this coupon code for anyone…
Special Thanks to William Gaul. Hi all...I am happy to tell ya'll that Unreal Script Wizard is now available to download. Please note that this is a BETA product. I made a video on how to use it. Description: Unreal Script Wizard is a free program made by me to make Unreal Scripting easier with the help of a wizard. At the…
Coming back to this, I had a thought about metal and roughness maps. How were those baked in softwares like Maya and 3DS Max? To my knowledge, there is no option to bake those kinds of maps, even today.
I am working on a 3d game (unity) and finalizing the multiplayer options. Ive made mockup/prototypes already but now looking for a designer to get to a next level. Genre etc is up to you, i just like the coding, Shaders, effect etc. And not all in the game design, +3 years of unity experiance, +17years coding experiance.
Hex code simple copy/paste support would be nice indeed. I see some kind of code in Substance Designer color picker window but it doesn't work with one from Photoshop
It's easier to write slower code with C#. No type checking means that sometimes there might be hard to catch bugs. Not a big difference, but I like the more clearer code that C# forces you write.
It's still trashed. You're using html code, but you need to use the forum code, here's a tutorial http://boards.polycount.net/showflat.php?Cat=0&Number=533&an=0&page=0#533
Hi. Recently, I created some grass using 3dsMax and then Hairworks. However, UE4 refused to open the hairworks file. I found it actually is possible to open it https://developer.nvidia.com/nvidia-gameworks-and-ue4 , but I struggle with compiling the UE4 code. Is there any step-by-step tutorial how to get that code running?…