That is because I've modelled them to be functional like the rest of the lights. They look funny right now since the entire assembly is marked transparent due to some material overlap with the other lights on the car at the moment. I'll have that fixed once I manually make the alpha layer in Gimp. As for the lights I made…
I don't know about other packages, or if it's even possible, but can you have reflective objects and specularity when you are using skydomes with global illumination, I've been tryign to figure it out recently and I can't find a solution, so if one of you guys could help me out I would greatly appreciate it.
While I begin to unwrap this monster here are some more shots showing the set as a whole, and how it was placed to visualize the end result. In the end, the final content of the project will be 4-6 images, each a progression in story telling. Here's the set as a whole. Everything else in the screenshots seen so far have…
So, ive been working on my uv editing and unwrapping. Ive never been able to get the hang of it and as i suspected i was missing a vital mundane step. Welding. But when i flatten uvs, i start to weld edges, the uv start to deform. Even if i put the edges parralell each other i still gat deformations. Naturally texturing is…
Just discovered you can paint textures in Unreal engine 4 !!! This is really cool. Just one problem, if you have a texture plugged in as a mask in a material. How do you display the mask as black and white in the viewport? This works for vertex painting but not for textures. Really cool you can paint the separate channels…
ı am trying to make some height bumps patterns on my object. I create a empty layer. choose an alpha. Disable all other maps but height and normal. everything works fine at first but af ter putting a few patterns sometime SP creates some stupid black areas on texture randomly.
It depends on the character type and the size. Syx for example is printed as a whole, but she's only 12cm tall. A bigger print would need to be hollow and requires an escape hole to empty the powder inside, so I would need to cut it, print parts separately. All the furries are done like that, they are generally 20cm tall,…
Dear All, I would like to ask how should I positioning a zshpere rigged mesh (human) as a whole? I can only move it in a way I click the first sphere (pelvis) and I can move it click on the first arrow which point towards the head. However if I can not rotate the whole in the same way. If I try only the upper half rotates,…
Katzeimsack, great paintjob so far ! I love how consistent it is (maybe thanks to something like a Substance or DDO setup ?) while still looking manually crafted. It does feel quite high contrast, but I suppose that just like for the WR edits you suggested earlier it will indeed work great once ingame. Well done :) Nikey,…