Hi. Recently, I created some grass using 3dsMax and then Hairworks. However, UE4 refused to open the hairworks file. I found it actually is possible to open it https://developer.nvidia.com/nvidia-gameworks-and-ue4 , but I struggle with compiling the UE4 code. Is there any step-by-step tutorial how to get that code running?…
@DavidCruz I forgot what my intention with this maze generator was. Yeag it could be used for that, but I'm not sure how I would code it. This one is just a simple code that can be found on the net, I just made it run in a game engine with some 3d.
that's actually pretty impressive for ipad. She's leaning too much forward. Wrists are too thin. Pick up a copy of Anatomy for Sculptors. I don't know if the ipad version comes with subtools, but Zbrush is prepackaged with Ryan's ecorche model that you can drag in to compare and reference
PolyHertz said: If I understand this correctly, no matter how powerful a video card may be (how do you even measure this? by the number of its RT cores? Tensor cores? TLFOPS?), it will only be able to work in chunks as big as its VRAM size. It's kind of crazy to me that my 1070 has the same amount of VRAM as these…
Cool, but its a little hard to work with it. I tried it out in UDK with an inverse fresnel/square root/power/glow nodes, and the sphere mesh gave bad look from the side view. Also, I noticed that the effect is not that visible if there are other textured objects behind the lamp/volumetric light. For your presentations:…
All nodes have Tiling Mode set to "H and V Tiling" So essentially, we have 4 tiles exported from world machine, and I'm trying to make AO's and Normals based on the exported height maps. But we get these black seams inbetween each height map. The height maps themselves do not tile, but they certainly don't have these giant…
I'm not sure that "Fresh" is the best way to describe it, but it's certainly a dammn good game. The Create a Character mode is a little rough around the edges, and the new RTS-style game mode is pretty boring, but the core gameplay is still some of the best around. Plus they get extra points for giving Yoshimitsu a flying…
Remember this? This demo was picked up for showcase at SXSW Sydney! So I will be developing it further over the next month, and presenting it at the convention from October 13-19th. Any Sydney peeps / other attendees come say hi :smiley: The announcement post:…
Type: Freelance / Remote Duration: Short-Term (with potential for extension) Start Date: ASAP 📝 Project Overview: We're looking for an experienced Unreal Engine developer (UE5.5) to help implement a prototype gameplay mechanic for a two-player online co-op experience. This is a mechanics-focused task that involves physics…
I have another question. Can I somehow create a low-poly mesh for piping? I want to make sofa pillows with thick piping along the seams. The problem is, however, is that I can easily make a low-poly version of the pillows themselves inside MD, but I can't seem to find a way to reduce the topology for piping. And doing…