Hi everyone. I'm trying to recreate this type of material. https://www.artstation.com/artwork/LR3qqR but i have some problems with the anisotropic part. why does it generate those artifacts of light for me? (red circles) how can I make the anisotropic part look like the one in the link? mine is not very evident (green…
Glad you liked it! I work with UE4 I did all the basic gameplay on blueprints. I have heard this comment more than once) I will play with the balance of the color of the character and the backdrop and think I will solve this melody.
I'm sure this is a common error but I cant seem to solve this lighting issue once I smooth the mesh. (It's a boot with a strap at the top) I know its obviously to do with the flow of the geometry but I cant seem to get it to smooth nicely. Any suggestions? Cheers
Solved! Thanks! Aesir This is what happens when i extrude an object in 3DS Max. As you can see the section i extend looks very bad but it has the same number of sides. This also shows up when i render. Is there a way to fix this? Thanks
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heey guys, I got a serious problem. Always when i open my scene in maya i need to do unlock normals so the normals will go good again because otherwise i get the weird soften edges things happening. Is this a problem that can be solved or not?
Most software can't take make full use of the CPU because the data is not organized in such a way to make it easy to process. There's a slow push away from object-oriented programming towards data-driven programming to help solve this problem.
Um yeah, so they solved this problem by now: https://forums.unrealengine.com/showthread.php?45063-Multiple-Normal-Maps-on-Separate-UV-Channels Can't believe they just fixed it not to long ago. It's called "Derive Tangent Basis" and was added with the 4.11 update.
boids are entitys like birds, bugs and frogs :) http://freesdk.crydev.net/display/SDKDOC2/Boids+Entities It might not solve the issue but it has worked for some people. You can remove them just like removing any other entity.
Yes! I've been heading that way myself. Trying to get right angles to smooth correctly and seamlessly and all that ... fuck it, just round the edge out. Problem solved and the renderer doesn't even notice a few hundred extra triangles.