get a SSD, just as oXYnary said. I wouldn't do a raid 5 tho. Raid 5 saves you from hardware failure, but it doesn't save you from your own clumsiness/stupidity. If you accidentally delete a file you need it's gone, both on your main HDD and the raid mirror. I suggest getting something like second-copy, MS synctoy or…
ya i set it up to take a heightmap and 2 vertex colours one vertex colour does the blend the 2nd lets me paint in how hard or soft the transition should be. I also made it a material function since i re use this a lot, and it helps to have it accessed as one node. here is my material function. and here is a very basic…
did a little messing about with blender 2.61 and it;s new waves and dynamic paint, and think it might be possible to do things like valve did in houdini with blender and running simulations and baking the results to a normal map. was able to make a sphere with a outward force on the surface it was placed ontop, that…
Nice work. Did you think of using glue meshes for your building transitions to ground? Like a moss or dirt glued trim with alpha test. Used everywhere in lots of games, to hide seams and add detail on simple geometry. We used that a lot on C2 to make rubble pieces. Also I can second on the 2nd uv channel splits on normal…
Hey, I made a tutorial, sorry for PRO english :D I don't take max's screens because I don't have all day for that, but it should gives you an idea :) That's he's tress: http://www.damianlazarski.com/images/3dmotive_foliage/damian_lazarski_3dmotive_foliage_trees_wires.jpg And that's mine trees: Hope that helped. If you have…
[Update] Now i`m working on vegetation. 1st one i`ve taken from some library with grass and made lowpoly (thx Arrimus 3D for tutors=) 2nd i`ve taken cut out leave from textures.com and made it by geometry (for normal baking) last but not the least, i`ve made by geometry, made uv`s, fit out a picture in PS, and started copy…
- Textures good Great! - Modeling is clean - Normals are nice and detailed well - The place looks a bit old and worn so the spec doesn't really match it well, you might want to pull it back a bit - could use some AO around the base where the wall connects to the floor. Dirt would build up there and it will help to hide the…
On the 40k pod, the 2nd and 3rd images on the ground? The scale looks really off. The pod looks so tiny. Along with extreme blur, it's throwing everything off. Distracting. Show off your model. Show us your wireframes. Keep it simple. Other than that, I think the site is fine. Some of the comments were harsh IMO but I…
soooooooo .... long time no see :D Been really busy at work and in private life, so the piece sure lost a lot attention. I did some more on the project and although I don't intend to work on it in the near future, I just want to post the (small) update :D I have more important thinks to work on at the moment, but the…
Well this is good news, UE4 really needs a fully functioning PBR decal system! Last year I tried making a Star Citizen style environment and I found a hacky way to get the decals working, Basically it's 3 planes layered ontop of each other, the first one uses the DBuffer decal shader and effects the normal/roughness of the…