Posting a breakdown of the assets I've created for this one. Made some variations on these aswell. Also: The screens appear to be very dark (thus very bad visible) on some monitors, while - for example - on my screen they are fine. How do for example these two compare to each other? Original Brighter one
I tried cleaning up my code and used the sidescroller example code from http://udn.epicgames.com/Three/CameraTechnicalGuide.html#Example Side-Scrolling Camera Again it works just great in PIE but doesn't work on a device. Everything is ok except the player doesn't rotate (which works in Editor).
ok i opened youre youtube link and saw your wrote about this - thank you - but in maya and mental ray were we should loud this map ? for example for sss material in mental ray wiche atribute in it sitting is for this map (i mean for example specualr plase ? or diffuse and like this )
Hi all, Thanks for the replies. I shared some example textures: This is the albedo that contain the main texture: This the composite that gives reflection: And this the normal for relief: This is how looks the normal in GIMP: If i resize the textures to 1024 for example, the albedo and composite works well in the game, but…
Maybe something here? https://www.scriptspot.com/3ds-max/scripts/tags/material?page=0 For example, maybe this one (haven't tried it, but maybe helps speed up the merging process) https://www.scriptspot.com/3ds-max/scripts/content-browser
That first example uses creasing, Blender equivalent here: https://docs.blender.org/manual/en/dev/modeling/meshes/editing/edges.html#edge-crease The second example bevels edges with multiple segments, take a look at the section on segments here:…
Its definitely possible to make it look even better in unreal for example then in Marmoset. You have access to a lot of things that you don't in Marmoset, however; it takes a lot more know how to actually do this. These were both done in unreal for example: https://www.artstation.com/artwork/ner4…
I know you chose UE4 already but Unity 5 comes with a car example scene, all set up and ready to go. It's in the Sample Assets project, just replace the art with your stuff. They also have a AI car example, so you could easily add AI opponents if you wanted.
The procedural example package has a good starter effect. It manipulates individual particles in the array of a particle system. Note: this example uses the old Unity particle system. You can still use it, but you will have to change it if you want to use Shuriken. Still a good demo.…
Looks really cool :P And I may be crazy and too tired, but the lady was talking about how it'd be problematic to have things like vines on the rock becuase the geometry wouldn't be able to be seperated. But did they not show an example that had lots of scattered leaves on the rocks? Or were those not part of the example?…