The first image is a composite of different MEGASCAN plant assets. The second image is the default free grass preset that comes with Forest Pro. Perhaps the first one is more realistic but the second one seems more appropriate from a visualisation perspective, where it's encouraged to make everything look cleaner, brighter…
I'm working with decals in UDK and sometimes my default alpha doesn't do as good a job of removing all the artifacts. I feel like I used a feature in UDK several years ago that essentially pulled the borders of the alpha in and very quickly, very easily removed these artifacts. Is this all in my head? Included is a screen…
Something like above. It seems I would need 3 things: - unwrap the model specifically to create a directional roving appearance, plus some random white fluffy noise. - add hair card (aka fins) on model surface then use shader to render small hairy bits at grazing angle. - use a better shading model than default lit.…
The alien 'Momo' is finished! Good character practice and sinking my teeth into rigging unconventional limb types like digitigrade legs! I also got more experience with rigging heavy-set characters, the proportions were a little difficult to weight paint, and as such the legs in default position are way wider set. The…
Another weird problem. When I switch to Legacy Default I get this weird triangulation. Perhaps a normals issue? Here's my outliner. I don't see any extra mesh nodes. I am also working with only one layer for the geo.
Check to see if your UV lightmaps are snapped to pixels the same size as your lightmaps size in udk. For example, default is 32. This will help reduce the lightmap bleeding. This is a video about it, has a lot of good info [ame] http://www.youtube.com/watch?v=ntx10JMl9f4[/ame]
That would actually be extremely awesome. Would let people take a real good look at the model. if someone could whip up a default "polycount model viewer" of sorts, that let you switch between wireframe mode, diffuse only, normal only, spec etc.
The only significant difference for Toolbag 2 to Toolbag 3, in terms of the material system, is that Toolbag 3 uses the GGX Reflection model by default. I'm not sure what sort of options you have in Substance Painter, so it might be better to ask this question in the Substance forum.
Default Scanline. I believe right up until the latest version, it was the only renderer that was supported in RTT - with Arnold supposedly being supported now. I've never used Arnold but I tried switching to it for RTT and 3ds Max just spat out an error and crashed.
Y: try switcher, really. No need to force oneself to use inferior navigation schemes when there is a better one out there. Max's default sucks and is RSI inducing (mmb pressed all the time). Maya's relies on a much lighter setup for your hands. Health > theory!