If I understand what you're trying to do correctly, that isn't possible by default. Scene depth and dest depth have nothing to do with where your crosshair is pointed, and the only way they are "dynamically updated" is by moving the camera. What visual effect are you trying to achieve? There may be a different approach.
If the normal map has been imported with default compression settings then you also need to change the unpack min values for RGB channels. For normal maps they should be -1. Using the normal map compression setting upon initial import sets the proper values automatically, but not after that first import.
Hi. This is standard Quixel sand material. Resolution is default haven't changed that at all. The unwrap map is 512x512 I believe. This happens to all of my models and I don't know why. I guess I am messing something up on some step but I have no idea were.
Sounds good, Kiel! And, what the hell. Might as well start learning some particle FX. Clearly this needs improvements. a shock wave of dust could be very cool, I think. This test isnt using any actual textures. just the default shader stuff. so ya. Terrible.
Adam: I'm pretty sure you don't need to remove your Bloom and DOF values. All the LUT is doing is adding color corrections. Any color values you have changed in your post properties you should set back to default if you are going to use a LUT.
The default UDK characters are about 96 units tall. You can also import cubes and compare them to the face of the character until you get the right size. I'd just make the mask in Maya, then import and scale in UDK and then do the exact same scale operation back in Maya.
Attach a psd file, or even better: record a video, please. It could be a feather, or some other default option which is applied when you fill it out. Try to look at the main bar at the top of the PS. Usually there are some options you can set up, try to change something there.
Super inspiring thread! :) Here's my first 3D thing, from 2009. Gotta love primitives and default 3ds max palm trees! :poly121: [ame=" https://www.youtube.com/watch?v=mVtDdAkIHHE"]Walking back to reality - Virtual shopping centre - YouTube[/ame] and my most recent:
I'm going to guess this is in Maya? You need to tell us which apps you've used if you want help. It looks like the normal map is being applied as a bump map. Make sure you've set the shader to use "tangent space normal" instead of the default bump map.
You may want to change the material default material because it looks very plastic (but I do understand if its just a WIP). Otherwise the model seems to look good, maybe you need to hardned the edges a bit, or its just tricking my eyes beacuse of the plastic-look. =)