Hello! I've been doing some research into the "Star Citizen Decal" Workflow and want to know if it is possible to do in UE4? (as seen in the Polycount thread here : http://polycount.com/discussion/155894/decal-technique-from-star-citizen/p2) The standard decal components + a material with deferred decal domain selected…
Hello everyone. The issue i'm experiencing is what I paint a mask using Dynamask, whatever I paint stays in Dynamask. I cannot see or edit the mask outside of it. If i create a custom mask in PS (without painting in Dynamask) it works fine. I can still go back and edit it no problem. I like using the Marquee tool to create…
This was fixed in a later version of Maya, but I believe your problem is this: create a new shader shader Open ShaderFX inside shaderfx graph window: enable Settings / advanced mode enable Settings / Override system nodes enable Settings / Show Node ID drop down a "shadow map" node Go inside this group node by clicking on…
Is there any way to avoid this? I have a model which works perfectly with pins that always stay where I put them but in this model I'm unwrapping now it's a nightmare to keep them in place. Here's a little video showcasing the problem: https://drive.google.com/open?id=1peFrDxupLn9OjtrLIIpVuK-YHTd8sjy1
Have to agree with @Noren , @ZacD , and @pior : both the contiguous unwrap and compound curvature of the shape are contributing to the distortion in a way that's almost unavoidable with a [tiling] texture only approach. Lot's of good advice on how to proceed with different approaches from everyone in this thread. As far as…
Senior Software Engineer - Game Team https://jobs.lever.co/skydance/1493a018-7dca-4fe2-88a2-aec9269e0ffa At Skydance Interactive, we believe in pushing the boundaries of what is possible in interactive entertainment. Innovation in game design, technology and storytelling is the passion that drives our agile studio of…
I'm working on a project for a game asset and I'm baking the maps in Marmoset. But this part right here keeps coming up with this error. I tried to paint skew adjustments but It doesn't look right, so there must be something else I can do. Maybe it's because the low poly model doesn't have enough detail? But if that's the…
Şimdi Oyla (You Now Vote)-(Теперь было) Hep Birlikte Oylayalım (Let's vote together)-(Будем совместно голосование) !!! Sponsorluk için ekleyin (Sponsors so add to)-(Добавить Спонсорство):http://steamcommunity.com/profiles/76561198112154090 Link:http://steamcommunity.com/sharedfiles/filedetails/?id=508780954&result=1…
Yes I see your points, the general composition I've decided on is that the spaceship crashed through the ceiling but not all the way so bits of it are hanging through a hole in the ceiling which is also where the lighting for the scene comes from. As for story, I've decided that the astronaut survived for a little while…
@r3Dmond , it seems that textureDeformer checks incoming projection type. I noticed that if I had it set to UV space and connected a triplanar mode projection, it flips over to Local. Trying to swap back to UV mode after that nets the error: // Error: textureDeformer3 (Texture Deformer): The texture node 'projection4' does…