So I have been experimenting with Blender for texture painting workflow. Just noticed that when I right click to sample color, the color selected is a darker color. This happens when I try to paint in vertex mode. Texture mode painting samples color fine. Is this a bug or is there something I am doing wrong? I am using…
Trying to export my character rigged in biped to fbx to use in unity, but I keep getting this error. Warning: Unsupported 'By Layer' mode (14) The FBX plug-in does not support objects set to "By Object" mode in the Object Properties > Display Properties group. These objects are exported as "By Layer" instead. You can…
Hello guys, Normally i'd be asking this on Zbrush forums, but i'm in a hurry and last time i used those forums to ask a question it took them a whole week to evaluate and post my topic... So let me ask it here instead :) ! I made a fairly detailed stone slab which i turned into and insertmesh so i could use the curve mode…
Thanks! Unity is much simple to use and it has all the important stuff on it. UDK is much better for higher quality stuff and doesn´t require so much coding for the little things like Unity. Unity is for indie guys who are learning stuff and can make their first games with it. UDK is much larger and have a lot of cool…
Hey guys. I've been working on designing and creating a game character in my spare time and I thought I would make a thread to keep track of my progress and get feedback. I wanted to create a low tech sci-fi soldier inspired by Russian soldiers in Afghanistan. Something light, cheap, and dirty. I have been changing the…
Off to a nice start. Its flat, normally noses have one center ridge not two. It's not impossible but it is improbable. It has a pretty big divot in the side. It lacks the bump where the bone stops and the cartilage starts. It seems to be all thin skin over cartilage when there is a bit of fatty tissue or softer cartilage…
are you using the older UDK with terrain? or the newer landscape mode. if its terrain then it may be due to the distance scale for the LODing of the mesh. perhaps if you change the TesselationDistanceScale it may make things easier for you. also on a side note. i had an issue once doing meshpaint where i got the same…
Thanks. Well, it sounds to me like "fuck around and find out" kind of problem lol. If I'm mucking around with shaders, but don't understand the math that I'm actually implementing, then I can get all sorts of wonky visual behavior. The problem here is probably something goofy in your node chain.
NS-288 Radio Model - Substance Designer Procedural Material My dad gave me a radio as a gift. I couldn’t find detailed information about the radio. It was mentioned that it was made by Güneş Elektronik. I liked this real radio model, and I wanted to create a procedural material in Substance Designer. I added nodes for the…
Well, for character animation usually you don't have the same kind of strict limits as you have for environment art, so it's a different issue in many ways. For environments, usually you have to pay close attention to reusing assets and materials/textures as much as possible, so you don't blow the memory budget or kill…