Shadow on the white clad guy's back under the half cape does not change. Nor do the shadows under his shoulder pads even when the right one goes vertical at the end of the move. Shadows do move on the flowing cloth. Also in the lower gif the shadow and light on the ear appear constant while the face does change. Hair is…
I saw the script in the past, but I'm still not quite sure what the advantage is. In the example I attached in my last post, you can see that I took the brick textures and ran them off the top and side edges. That way I can still tile those portions. Is the benefit of the script that you don't have to do that? That it…
I just managed to get the base done for our modular cave system. I built a pretty simple model kit that works with the UE grid. I´m also planning to figure out a faster way to generate cave systems, maybe with splines or procedural tools. Then I made a master material for rocks so they blend two different rock textures, a…
coded some design updates: booth the source and slice view are independent frames so they can be navigated in their own way with the mouse wheel. If you truck with the mouse wheel in the toolbar area you can change the split of the 2 areas. There will be a maximize tool as well similar to max or maya when you jump into…
I've had this problem several times. For me it's usually one of three issues: a. I've accidentally cloned one or more vertices, and its floating around inside my model (STL will NOT pick this up). b. I have a area with alot of triangles. c. Zbrush is grumpy and does it because it can ie: a characters face has some points…
I would thicken the 2d branches/stems on the leaf pane texture. As it stands now, they are quite thin, and will mip down to nothing. Right now, some of the leaves appear to be floating with no connection to the tree, and with mipping they may end up even worse. Using vertex coloring to get more volume and shading is a good…
Jackablade, I think this is mentioned in the Steed book... [ QUOTE ] now that I think about it, it might be better to break apart the vertices along the line. I believe this would work independent of the engine/renderer too... [/ QUOTE ] is there any reason why this is a bad idea? What about intersecting planes to created…
that's what I meant with "send UVS as positions", if he changes the vertex shader in such a way, he would see a "render-to-texture" like effect in the viewport. Once that is running, just do a screenshot of viewport. todo so edit line 398: OUT.Position = IN.UV*2 -1; however I further analyzed the effect, and this likely…
Actually, sync on green is a throw-back to the days of BNC connectors and completely seperated signals. It's kind of a predecessor to the slightly more modern component standard. (where the horizontal and vertical sync signals are transmitted on the same cables as two of the color channels) As far as I know, it's only real…
Yeah I'm aware it's a lot of space, but the object is really simple so I only have a couple of big pieces that fit into this square. I suppose my only option would have been to hack the object in half and get some pieces that were more closely resembles a square so they would pack better. I have see this before in HL2…