Hey, i had to push that project alittle bit to the back because of other stuff. From now i can work on that project again, and will keep updating this thread. I updated the internal code which generates the hair strands to increase performance, but its still in super-alpha mode, so still no early access here.
Nope, this was done in Max, but you can do it in UED for instance. It's basically giving vertices color information that is then multiplied with the texture (I guess you could use different blending modes too, depends on the engine) There's a Wiki article about this too…
Thanks a lot mate, none taken of course :) What you have said is 100% logical and right, and btw all these projects are pretty old now, I need to remake one final kickass project in order to publish it, and of course I will take all notes you gave me seriously, again thanks a lot :)
Hello everyone, Today I want to introduce you a new feature of my Importer Hub for CRYENGINE tool along with the 0.5 update which allow you to make a complete seamless workflow between the new Quixel Suite DDO and the CRYENGINE mainly useful for preview you work directly in the engine. First, keep in mind that this feature…
Hello! My name is Brian Hamlin. I am currently putting together a team of artists and coders to develop a small but intriguing First Person Shooter story experience in Unity 5. The Greatest Journey is a small independent Halo story being developed legally under Microsoft's Game Content Usage Rules (available here), which…
I'm the one who learned Max and now learning Maya for my job too~ Maybe I can help you something, my job is focus the modeling path~ So I only tell about the different between modeling path and some basics~ And I'm using 3dsMax 2011 & Maya 2008 to telling the difference~ So maybe some of my advices are already outdated due…
Next up are the cracks! I took apart the references and analyzed the different appearances of cracks. I decided to modularize the details into 4 variants for the brick cracks and one for grout cracks. I can probably reuse most of the graph, but I will create different masks, varieties through level node and also…
Ok,I mostly figured out by myself how to get the Enum var in Animation blueprint,all I had to do is cast to my character and get it from there.Then in Anim blueprint I created another Enum variable and set it to be the same as the one in character blueprint.I also updated my original character blueprint,seems like I had to…
I guess I should keep this updated as I get a little closer to a solution. It looks like Unreal Engine allows customized UV channels separate from the the UV manipulation that you do before the texture sample node. So I guess that's one way to edit UVs after the texture sample node. I haven't set up the whole material yet…
The payment system has changed please read notes below. Official site re-launches May 10th. Originally posted here Xitol is looking for a team to help with a studio start up project to be released as a digital download product. We have been sending our project concept to several publishers at least two of which have shown…