@cheesechen12 It's looking good so far, excited to see you keeping up with it! Only thing of note I can see at this stage is that the lattice for the ruined stairs doesn't look to have the trim set up quite right. It appears to have slats running horizontal across its surface, even along the vertical beams.
I just updated MagicPicker, my popular professional color wheel for Photoshop (since year 2008!) The main new feature in MagicPicker 7.1 is the new HUD display, shown in the image below. It contains all of the plugin’s controls, and pops up anywhere on screen beneath the cursor. Also this Color Picker can ‘stick’ to your…
In Substance Painter you can just change the blending mode of the layer above to overwrite the height information. By default the blending mode is set to "add" for the height channel. To change the blending mode see : https://support.allegorithmic.com/documentation/display/SPDOC/Blending+modes
These baking artifacts are caused by the convergence of a number of separate but related issues. Material artifacts: The material on the high poly model is generating additional surface information that's causing normal baking artifacts. Removing the material from the high poly model resolves this issue. The material on…
This is a gameplay consideration. If you need the cannon aim to be responsive immediately to input then lock it to the mouse, move on and then add animations local to the cannon later if you need them. If the cannon should lag then you have more freedom and can basically do whatever looks prettiest However, it's a game-jam…
I’ve been thinking about a simpler, more modern way to manage the flow of 3D content creation, as an alternative to heavier tools like Shotgrid. The idea is a web app that focuses on clarity and ease of use, with features tailored for artists and teams: * Kanban-style board that shows what stage of production each asset is…
It's likely you've already heard the rumours about Crytek intending to release the CryEngine 3 SDK for public use. If you haven't, get excited - the engine is an artists dream. At this stage, people will be able to use the engine for their own non-commercial projects which still puts it in a different box to the obvious…
this is a glitch in dx11 mode, switch to dx9 mode to do your cubemap captures. Dx9 mode with the SceneCaptureCubeMapActor should work fine for you. After you baked your render texture into a static texture, you can go back to dx11 mode if you need it.
If you drew it on the canvas without activating Edit mode in the process, then no, you can not. What you're looking at isn't a Polymesh and it isn't a Primitive (a parametric model defined from a mathematical formula using parameters you set using sliders) . In fact what you're seeing on your screen is just pixels that…