Initial video showing custom hands rigged to the Unreal Engine default VR hands' Skeleton (placeholder models taken from CGTrader, these will be replaced with Hi-fidelity glove models at a later time). You can also see an early "block-out" iteration of the Forward Torpedo Room.
In older max versions, editable poly was by default displayed as it is now displayed with model assist. All the non-triangles (quads and ngons) are always triangulated (you can edit the triangulation with the Edit Tri./Turn buttons in the UI) but when they're flat, you can't see any difference in shading.
Your scene looks nice but maybe add more stuff in the background. Also, please for the love of all that is free, dont use the ue4 default sky, its low quality and we've all seen it a milion times. There are plenty of free hdris and backdrop skies on the web. Keep it up.
Could try using lazymouse if you insist on drawing it with lasso, or even just default masking tool, which helps with shaky/wobbly lines. Also don't forget to smooth that indent out once extruded in to get a better bake (i'm sure you were intended to anyway).
In my case I have 3 material: - "Yellow" for most of the HP grip - "Blue" for HP grip details with normal map on it - "Default" for the LP mesh They are all different However The projection of the normal map from the HP (blue) look correctly done where it must be thank you
Ah I see Seems like that isn't working out very well for the rest of the civilized world, I couldn't find many games that were released later in the US :U Although Bravely Defaults two month crawl to US shores from Europe comes to mind :(
It looks like your environment color (world properties > lightmass > environnment color) is black, try to push it a bit with a very low blue. Also, inside the world properties you can increase the number of bounces, default is 3. Be careful because it will increase the compilation time with high values.
i copy/pasted from the website which says 3000 polys. i didnt even notice that because generally when i see poly's i default to seeing tris. lol. that maybe be something i should look up or ask about. thanks for pointing that out.
The default shaders that cast/recieve shadows won't render backwards facing polygons, meaning they never get written to the buffer, and so you end up getting shadow information for the wrong thing. Either the shadow information of the other, forward facing, side or for whatever's rendered behind the polygon.
nice! is it possible to animate the "turbulence" and initial velocity of the noise in its current state? or is its current speed like its default? I feel like some anticipation would go a long way. I'm pretty sure I follow your thread on RealtimeVFX too XD