Hey all, I'm still having trouble getting a convincing specular on the metal. It has improved but its still not popping as much as i'd like. So, here is the spec map im using plus the shader setup. I'm new to all this shader stuff so i may be doing something blatantly wrong. I'm pumping the spec map intensity via the…
I also like that it generates normal maps for the procedural tiling textures. Something other node based texture generators don't do. Running a tile through crazybumb works but requires clean up most of the time as its not taking into account that the edges must tile perfectly. Even their free apps like WoodWorkShop are…
In the hypershade window scroll down through your "Create Maya Nodes" bar on the left of the window until you get to a closed submenu titled "Env Textures" click the one you want to use (based on what your reflection map is), then connect it to your Blinn materials "reflected color" attribute. When you've done that double…
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Hey Ashervisalis! Thanks for your detailed feedback. I agree with everything you critiqued there is still a lot of work for me to do and to learn. I will look into Flood Fill node and Vector Warp node to be honest I have never used them before so thanks for the tip. I used a decal for the moss I thought I would be enough…
Have you tried looking into the official documentation? They have an example of how refraction works in Unreal. Basically you need to put some extra nodes and tell if to use ior of 1.52 where you want refraction on the glass, and ior of 1 where you dont want any.…
You need to get the material node that's attached to the object. first you should use listRelatives to get the shape node https://download.autodesk.com/us/maya/2011help/Commands/listRelatives.html then you should use listConnections to get the shading group and then again to get the material connected to the shading group…
It sounds like you need to set up the transparency map in Maya. Just saving a psd with opacity won't do it all for you. You need to hook up the map properly in the transparency node. The easiest way would probably be to save out your transparency as a separate map and dump that in the transparency node. There might be a…
Hey gsokol, thank you! I redid my animation, using a bone and voila it works! I'm still a bit iffy on the Root Node and will need to follow-up. If I select my bone as my root node, the grenade pops a rotation along it's vertical axis before animating. However, if I select 'grenade' which is the mesh (skinned in Max and not…
I don't like using Scaleform, it's clunky and tedious and feels unstable a lot of the time. It's hard to troubleshoot and you can't access everything to output. Try using http://www.hourences.com/tutorials-ue3-kismet-interface/ The link there gives you kismet HUD nodes, which can do the same thing you want to do and the…