* Blendermarket (use this code to get 15% discount on blendermarket, valid until May 30: *spring-sale-21* ) * Gumroad Version 1.1 has been released * Export path is now optional, it is now Blender scene saved location by default. * New mode: Empty is used instead of collections. That way it is possible to offset assets and…
Hmmm, not that I know of. I kept all the settings the same while I tested one variable at a time. The result that seems to have worked, Revel, is that I changed the 'Attenuation' setting from 'Linear' to 'None.' (AO parameters screenshot is at the bottom of the post). The error while in Ambient Occlusion viewing mode is:…
Just to tell you I've updated the script: - improved speed when switching from 'Classic' to 'Group' mode - now supports new 'UIGroup' string annotation in shaders' parameters, to allow authors to group parameters. If the 'UIGroup' string is not specified, then the semantic is used. And if none of these two are specified,…
Don't worry if the model is boring, its not about that at all mate. Like you said its the learning process. Modeling props like this is a great way to learn not only that it will impress people looking to hire you, knowing that you can crank out random props. As for the lighting and rendering stuff. I would not do renders…
It's worth noting that some engines can do both with the same normal map. For example, if you have a symetrical character, you can apply the same normal map to both sides. Even though one side will essentially have inverted details, the engine code can invert the red or green channels (blue is depth so that does not get…
Hmm I'm on phone so I'll keep this short. If it looks good and is cool, slot it in the last slot on your portfolio main page. I have a character in my folio but I see no reason to remove it or hide it just because I'm trying to get an env art or prop position. None of the interviews i ve had have mentioned that my…
Gonzo is correct. Unreal will load textures based on their screen size. So if you have a small object it won't load the entire texture even if it's a huge texture. Texture size is also constrained by what LODgroup it is in. This is determined by settings in the defaultEngine.ini file. I've also noticed that If your object…
Nice job on the texture. I'd work a little more on color variation on the face. One thing I do that seems to help, is make a brand new layer, and paint with BRIGHT saturated colors over the areas. Blue for the eyesockets, yellow for forehead, orange and red for cheeks and nose, and blue/green for the beard area. Then put…
the link has been fixed. and please read the post...... its open architecture.... nothing is set in stone now, as for the "half-baked" comment my notes had been dubbed, its only the result of removing some of the unique parts (destructable terrain, unique selection tools and strategic views), which were cut out due to lack…
You use smooth everywhere. Add the "EdgeSplit" modifier in your object, deselect the "From edge angle" button, select the "from marked as sharp" and mark the some edges as "sharp" by going in edge mode and selecting the "Mark sharp" option from the edge specials menu (Ctrl+E). Setting sharp edges is very easy with this…