By the way, when using xNormal, you can define ray blockers to stop intersecting cage segments from rendering funky maps. Haven't used them and they won't help with intersecting geometry i'm sure.. just feeling talkative today or something ;-)
I'm not sure if I'm getting better or worse... This is supposed to be a passage through a gnarled forest in which you can see a clearing... I seem to be scared of using larger highly defined brushes, it seems to me as they stand out too much... :S
i'm definitely no character artist, but from the limited anatomy training i've had it looks to me like the quadriceps could be bigger and more defined? the arms also seem a wee bit short in relation to the hands and shoulders. all of this is highly subjective though! :)
The specular exponent number is part of the VMT - the valve material file that defines the texture in the engine. Looking in the source files of any model you should be able to find a .vmt and get some idea of how they work...they're pretty simple :) Hope that helps.
BTW, UDK already has this setup as a Material-Function, it's called WorldProjectTexturing I think? It's abit more 'complicated' then the ones Ryan and Sant mentioned (you can define what direction projects what, etc. But yeah, this is how you generally do it.
Yeah, go to: C:\UDK\UDKGame\Config\UDKGame.ini Somewhere in the section where this is defined (like line 606 abouts..) add this: [YourMapName UTUIDataProvider_MapInfo] MapName=YourMapName PreviewImageMarkup=PackageName.FolderName.NameOfImage This should work fine. For YourMapName, DO NOT add the .udk file extension.
Thanks for the feedback, Tyler. I'm aiming for game environments so I will definately push my lighting much better than it is now. I will also check on all my assets as I get closer to the end and fix the errors as well as the shadows. :)
Hey Max! We noticed that you didn't match cases of the functions defined and the functions called, so I had to go through and do that to get the script to function. Once I did that, it worked awesome and I will be using it religiously now! Thanks.
Apartment looks really nice. I would say the zbrush table is probably the weaker of the lot. The sculpt loos kind of "mooshy" in places. I think it could be more successful if the details were more sharply defined. Keep up the good work!
Hey TomDelboo thanks for the compliment :) A metalness map replaces the specular map in a PBR pipeline, not only was it an easier map to produce, the result was better in my opinion. As for the heightmap that was used to define tessellation, I should have maybe put the word 'displacement' instead.