Hey we are trying to make harvestable herb plants in UE4 using blueprints. Our plants have two mesh variants. One is the plant before it's harvested and the other is the plant after it is harvested. Basically, we want the player to walk up to the plant, press a button, and the plants mesh switches. Can someone give us…
What is new in version 1.14 Added: - Step Build Geometry Step Build Geometry recreates the Step Build tool in PolyDraw panel introduced in 3ds Max 2010. Unlike the Step Build tool in PolyDraw panel, the Step Build Geometry works with miauu's Work Plane. With Step Build Geometry you can build and edit a surface vertex by…
Well if you end up choosing UDK, you might as well use Unreal Engine 4, which is simply called UE4 and has a lot more visual power over UDK/UE3. Making the jump from UDK to UE4 shouldn't be too difficult since they have a lot of similarities in systems. As others have said, visually out of the box UE4 has a lot of nice…
Thanks for the feedback! I’ve been pondering on this. Now I don’t want to go full-on anime and would rather stick to something more naturalistic, but I think you are right. I talked about it with friends and we compared the render with the model in the viewport, one of them noted that the iris might be too big while not…
Use your buffer visualization mode to check specular/roughness differences, check it under different lighting conditions (ie: when the sun is behind the grass, does it get darker than the landscape?). This is sort of to be expected, though; grass cards are generally perpendicular to the landscape so they will receive light…
is the mesh gona move ? I suggest watching Avrid Scheneider's channel. Full of useful Arnold tips and tutorials. Might help you. https://www.youtube.com/channel/UC1KDwEVBlxr4ew7xqLOhu9g my 2 cents Procedural is great for giving variations, good for texturing and shading large amount of assets without having to spend lots…