Nope, I think you'd have to detach it. Either that or write some sort of script that applies a completely transparent + no specular material to the selection whenever you Hide it... it'd have to be bound to a hotkey, and apply the original material again when they're unhidden...
Looks kind of bland right now but I guess there is not specular map applied? Specular makes all the difference. If you have a specmap applied then it's probably the lighting-setup. Good start though :) Gonna bookmark this thread, I want to see the progress :)
looks like you're applying that as a bump map in max and not a normal map. Material Editor > Maps > Bump (set to 100) > click None (under Map) > select Normal Bump > under Normal tab click None > select Bitmap > apply the normal there.
Hey Polycount, I've been working on a track thats a futuristic and contains light patterns a and such resembling those of the movie tron. Question is how can I apply my texture to curves. I get terrible banding and the like. The track is modeled in 3dsmax with a line and a loft applied to it. Any help would be most…
For some reason i have got black parts on the object when I apply the normal maps. I'm guessing this is from the normal map as there are no other textures applied. Here is the highpoly. And what the cage looks like. It is all a simply bake really. The texture size is 2048 x 2048, and below is the template.
These last several pics are looking nice. I would try and add a bit more variation in the thickness of the tall grass. It seems like once it's applied it's applied very thickly. The transition areas should have shorter and less dense grass.
I would just make a quad-strip in that shape with a very simple material applied to it, no real need to over engineer it. If you have access to Deferred decals(mesh decals in UE4), then have it applied as that and you will get the normals of whatever is below.
You cannot (and shouldnt) freeze translation on joints. Therefore the animation will apply the old translation values. You can add an animation layer onto the animations to do the offset. (create animlayer on rootbone, apply offset translation, set key on the layer..)
@PyrZern I'm thinking about applying to the company if they offer internships even if they do show that they are idealing looking for people who are students, or just graduated. Do you think I would be wasting my time if I just applied anyways?
Wut, why would they do that? :( There's a part time QA job going at a developer near me (Climax Group) that I want to apply for - with the idea that I can get to know some of the art team and apply as an artist when I graduate :)