@r3Dmond , it seems that textureDeformer checks incoming projection type. I noticed that if I had it set to UV space and connected a triplanar mode projection, it flips over to Local. Trying to swap back to UV mode after that nets the error: // Error: textureDeformer3 (Texture Deformer): The texture node 'projection4' does…
Tutorials are for chumps. :-P Seriously though, you may be better off with language reference than a tutorial. Search for HLSL on MSDN and you'll have a full function listing and syntax help etc. Cg is a subset of hlsl. Meaning everything you can do with Cg can be done in hlsl and more. The syntax is Identical. edit: ok…
Hey, this is awesome! I really love the head, it reminds me a lot of the Pans Labyrinth Faun! If I was to be really picky, I would say there is room to push this further. The collar bone spikes for example could be defined further, are they protruding bones like the horns, or are they spikes similar to what you find on…
I am accustomed to use custom and often parallel or perfectly radial on cylindrical forms vertex normals and transfer them to lods . That way it works independent of any topology and through several lod levels usually . Support lops and bevels don't survive through lods very well . Also I often transfer /use same UVs on…
Hi I need some advice/pointers on how best to approach torn fabric and fabric strands for games. I'm currently making a ragged robe asset for an enemy, so there's going to be plenty of rips and tears over it. This isn't something I've done before, so I just want to make sure I'm going to approach this right. :) I have the…
I think there are some misunderstanding in this thread. 1. Metallness and Specular are different workflow, but they're not real different, actually they being use to calculate the same thing, which is specular value. While in specular workflow, the spec value is pick from the spec map. Metalness map is simply a mask define…
So, I am at a bit of a loss here and was hoping somebody here can help me. PROBLEM: When I am creating a control rig in UE5 (new feature) I am unable to get the IK bone chain to work properly. No matter how many values I mess with in the Primary and Secondary bone options, I can not get the bones to line up. I have been…
Hey everyone! I'm trying to make a procedural medieval wall material using substance designer for a uni assignment. Here's where I've gotten so far and I'd appreciate any feedback you'd throw in my way. The images consist of the node structure in substance designer, a close up screenshot in designer and preview of the…
Hi! I've got a few issues when it comes to sending points of interest to NPCs that are located in doorways. There seems to be an issue where, as a result of blocking off the navmesh (Single door doorways are too narrow for the regular navmesh no matter what settings I use, so I'm using smart links for all doorways for…
Since you beveled the edges your smoothing groups are probably fine. I agree with Dihemi, the N-gons (any polygon with more than 4 faces) might be the problem. Here are a couple of ways you can divide things up into quads: And here are a couple of edge flow guides you can keep as reference Also, I highly recommend using a…