Hey everybody! What is "GSD" you ask? Well my friends, it's a super cool acronym which stands for "Getting Shit Done" (I'm clever :thumbdown:). I am a fairly big lurker on here, as well a big excuse maker and when I find myself motivated I usually take on too many projects at once. 2014 Was a great year for improving my…
In Xnormal, have you got the normal map swizzle set to X+Y+Z+ and the 'compute binormal in the pixel shader' box checked for the MikkTSpace tangent space calculator plugin? (You also need to check this box for UE4 and Marmoset MikkTSpace.) You can use normal maps that have a X+Y-Z+ swizzle if you pop in an RGB curves node…
I thought it may could help you sort bugs out: pasha_sevez and it worked the first time, and the second time, after playing around with the node values it crashed again. Restarted maya, imported the obj executed the command it crashed again. I than exported something from MD, aligned the uv to 0-1 space (i dont know why MD…
That was my first impression as well Grimwolf haha. From what I see FE seems to handle data by itself really efficiently. It has nodes that computes everything, even a real time shading node which displays models exactly the same in FE Canvas and in Maya viewport. Now I haven't tested both extensively but we have a few…
Probably not the best way, but you could specify a colour for each material and use the Multi-Material Blend node, feeding an exposed uniform colour node to the Colour ID input. Then you'd only have the one exposed parameter; but you'd need a key to know what colour enables what material, which isn't very intuitive. Using…
@Wasteland Melody Before making the tile materials I was playing around with it 2 days beforehand and had done a couple of test graphs. Once you get into the program and get to messing around with all the nodes and such you can see how the whole thing works, for me it came together pretty quickly. I only really watched…