Yes scourge, i use it all the time when i record, we all have this nasty habit to "slur" our s's and pop our p's and b's, so this plugin (with some mixing) I can get rid of those things, and get levels normalized so it sounds nice and even :)
So whats plan B? Since A(cap and trade?) isn't your cup of tea? Come up with something that works instead of killing what you think might not. It's as if we pay enough in taxes already and its being sucked into a huge black hole of mismanagement. If only there was a way to get that money back...
Yea, I've been customizing from there, but I think the terminology is throwing me a wee bit. [edit] found it. It is bound to "4" and "5" in Maya by default Now ... how do I set my viewports to: "f" = front "l" = left "r" = right "t" = top "b" = bottom "p" = perspective ?
3D Character Animator (Senior/Lead) As a 3D Character Animator at Vertexbee, you will spearhead the creation of high-fidelity, realistic character performances for an Unreal Engine 5 project. You’ll be part of a newly formed agile team of industry veterans that will push the boundaries of Unreal Engine to achieve artistic…
Nice job there! I have been fiddling around with terrain mesh blending long time ago (before virtual texturing was a thing in UE4) and yes, there is not much information about it online at all. There are some basic attempts, but nobody seems to have nailed it so far. To blend properly, we basically need the complete…
I dont know about this panic stuff, seems flaky. there are a couple 3d jobs listed about every 2 weeks on craigslist vancouver... .... check montreal daily..... there are hardly any 3d postings there at all. Try looking past games specifically for the interem.... working on 3d sculpts of any kind is still good, and adds to…
Why the totally random pixel density, if you dont mind me asking? You could have either a) used a 1:2/2:1 texture, or b) split the main body in areas that have actual geo splits where the metal is. I feel this would look quite odd ingame?
Next update will add a coverage feature to the cliff shader By taking a top-down screenshot of your terrain and pasting it into an image editor, you can paint a B/W mask of where the coverage effect should show. This mask bitmap can be assigned in the scene's CliffAppearance script, which will apply it to all rocks.
they should be pretty close but don't have to be perfectly fit together. The one you really worry about, is making sure the meshes fit inside the cage mesh. lots of good info about the entire normal process including cages here: http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29