This is a very nice question and not many people use this nice feature, therefore find material editor to have limited capability as far as the amount of materials displayed is concerned. Which, as i will explain bellow is not exactly true. .mat is a package, like lets say rar or zip, that contains max materials. an…
Hi My suggestion might be way out there and impossiblr to do without a complete re-engineering. Still, its the only real gripe I have with the current version. Now, as far as I understand it, materials in DDO work with a quite simple layer effect, overlaxing the flat color with the material. That means though that…
Hey so I know you want to keep moving forward doing characters and you can certainly get better doing so however keep in mind that it will take you a lot longer since you won't be focusing on anatomy as much as you would be if that's all you concentrated on improving. I went ahead and did a paint over on your face because…
[ QUOTE ] [ QUOTE ] While I love how the game looks to be becoming more in depth and realistic, it does seem a bit worrisome to me. I enjoy the unrealistic cartoony superficial violence of other GTA games, but I don't want to become emotionally involved in a realistic plot where I'm murdering people for fun. When I play a…
I made a series of more drawings developing the small ships, guns and other props I could think of. There's one called ww3 which depicts an assault on a large ship during World War 3. In the current timeline of the [Working Title] there was a war that came to be known as World War 3 in which some human powers resurrected…
Thank you. The reason why we want to test UE is speed and costs. I believe - without proper testing with an actual shot pure speculation I know- that UE can render a frame much faster(there are a lot of other aspects than speed, sure but let's simplify) than Arnold. I rendered CUs with much hair and SSS and got rendertimes…
Alrighty, so I'm working on a hard science space sim in UE4 and we're trying to figure out how to create super realistic, small and tight lights that can be seen from up close AND far away. Now, we don't want any fancy bloom or lens flare. We don't expect that will be much of a thing in 200 years. Firstly, we tried using…
i generally dont combine unless there is a compelling reason to do. separate things are relatively easy to combine, but once you combine it's more hassle to uncombine later if you need to. And for an environment kit for games, you have more flexibility to change position of windows if they are their own entity. As far as…
maya 8.5: I thought I'd get in a bit of texturing practice before dom war so I threw together a chunky gun design with some simple bits o' geometry, and proceeded to bake them down. I checked them all the way through using the high quality preview mode in maya, but this evening I gave rendering the model a go in mental ray…