Hey everyone, I'm back again. I've forgotten to post for a while again, and this time I've also forgotten some of the things I've created updated and learned since last time. But lets see what I can remember. -I built some new areas of the map loosely basses on a couple of my favorite reference images. -I learned how to…
Check out the PBR Albedo Safe Color and PBR BaseColor/Metallic Validate nodes for checking your current maps. For creating maps check out the PBR Base Material, PBR Dielectric F0, and PBR Metal REflectance nodes.
Hello, I've recently gotten back into things and as such have been trying to learn the PBR workflow via Substance Painter and Designer. Using Max I assigned various Material IDs to the parts of my low poly mesh to make baking and texturing in Painter easier. However when It comes to exporting the textures it gives me 1 PBR…
Hello everyone. I was just wondering if there was a difference/other purpose in using a duplicated joint as an offset group for an FK control joint as opposed to a default null transform node/group. I have just recently seen it and was curious if there was an advantage to using it over the traditional null transform node.
Issue The data in my substance designer graph is gone. Yesterday I made a post detailing an object I made ( http://polycount.com/discussion/175736/wip-turret-heavy-duty/p1?new=1 ) I had ALL of my maps generated in substance designer. My metalness and roughness was created using mask from my color ID map. I had a really…
Make a Key/Button Pressed node (new event --> input) and set it to detect T and Y. UDK should listen for both those keys and override the console bar. Since nothing is hooked up to the node nothing will happen. Hope this helps!
I think Substance Designer has a converter node to go between the workflows, doing it in Photoshop is silly tedious in comparison. And you could always modify or build your own node in Designer if it doesn't do exactly what you want.
Is the issue that you're running out of memory or just performance? If it's memory then what about just connecting a single set of animCurve nodes to all the skeletons/rigs? (you'd obviously want to script the process of connecting the existing curve nodes to the new skeleton)
Rather than that if you want to be barbaric, just unhide all, zoom way out, click and drag around everything (selects everything with polygons/visible nodes), invert selection (gets your no-geometry nodes), delete. Ryno caveman style.
Here are my findings and notes about custom particle effects : http://pioroberson.com/files/Adding%20emitters%20and%20custom%20effects%20to%20Dota2%20cosmetics.pdf Note that on one hand, none of that is officially supported in the Workshop... but on the other hand, Valve has been accepting such items with custom effects…