Tessellation doesn't require any additional setup - it's really just a tickbox and you can check if it works with your current setup :) ) [note: Tessellation is not Displacement Mapping. It just helps getting rid of some Poly jaggies for rendering] If you're playing around with the fur - try to play with these settings:…
@CobaltUDK After reading more of your posts, along with others, you might want to decide on the 'agreement' with the artists. - Can they post online the stuff they make, and claim it's theirs when the piece is completed ? (not the game, but when the art piece is done, can it be claimed and posted right away ?) This will…
the bullets would still have to travel to the barrel and end up facing the right way...Being caseless doesn't make it magical, the rounds are packed in a block of powder that isn't that much smaller than a normal bullet + casing. The G11 works similarly to the P90 in that the rounds are rotated 90 degrees while being…
I reduced the particles a lot and changed the color. If you guys still think its too out of place Ill take it out, I just noticed in he game there is dust particles everywhere pretty much. Just wanted to keep it in the same style. Though I could just be seeing things:poly105: Started texturing the stairs and changed the…
@Muzz Hey Murry ^ ^ fudge you're right, I'l lget right on it! @lotet Ahh okay, I'll try to tighten everything up my next pass and take a look at fixing the legs then thanks! I'm also getting mixed thoughts on my update and my previous iteration. There would be a bounce in my recent image on the ground but it takes away…
Hi, I am a student. I am working on a project for my first sem final. I did a cinematic video of a car with studio lights in Unreal. I would be great full for any of your feedback if anything could be improved.
Try to increase emission in view-port shader settings, check in glare and decrease environment map exposure in display settings or choose something but bright day as back image. Also you may turn ACES in dysplay settings tone mapping if you work for ACES controlled color pipeline to see proper color of emission in ACES…
I haven't really started to focus on the lighting just yet, but I'll make sure to keep that in mind. My lighting setup right now consists of a few point lights with very low intensity for the track area, and for the platform I use the "Use Emissive For Static Lighting" option for my meshes with emissive-maps. But maybe…