May seem odd, but does anyone have:~ Battlefield: Bad Company 2 for trade? I've got the latest humble bundle to trade for it (which is not a lot) but if someone has a key for BF:BC2 lying around it would make my week ;') PM me if you're interested haha ;')
This page has a lot of information about the reflection capture actors. https://docs.unrealengine.com/latest/INT/Resources/Showcases/Reflections/index.html#reflectionconsiderations Still a screenshot of the material editor would help because we could also see thumbnail images of the textures along with what they are…
Yeah saw that some time ago, too. But it just works with version: 3.17.1.40502, the latest build doesn't show the plugin at all. But i never ran into issues creating normal maps with xNormal for CryEngine ;) Guess it's just an optional thing, however it's good to have a link here :)
@Earthyn Thank you so much! Once I updated will tag you for the latest change ;) You have mention you own way to do it, is it the same way you refer? I feel saying thanks is not enough to express my thankful, but anyways, thanks again!
I had made a blockout for that scene, this blockout doesn't represent the latest scene expectations I was just trying to turn the concept to a 3D scene and I will make changes and adjustments while working on the project Here is a video walking through the blockout in UE4 https://youtu.be/9qdq7jJUh9E
Hey all, wanted to share my latest progress on this project. With the exception of the landscape it's pretty close to complete. Have learned tons about modular assets and shared/tiling textures and hope to bring it to future work. As always let me know what you guys think!
Ah, well, Not an easy task, but possible, try to keep yourself on the latest news and technology/artistic things out there. Sometimes it helps to do some work at home and practice other things than ur usual daily work, at least is what I found to do best.
You've shown a great deal of improvement from the female character at the start of this thread, to this latest one. I also like the face on this newest one, tho I think the head may be a tad bit large. I look forward to seeing where you take her.
I'm pretty sure they are if you're using the latest version. Did you preserve the UVs during the decimation process? It would wipe them out otherwise since it's changing the topology and all. That map problem is the same from the other thread, UVs are most likely touching the borders.
Seems like the only way to separate color channels is by using the component mask node. I've tried by directly linking the channel to the next node, it didn't work with the latest version of UDK. (even tho it used to work in the old ones). Make sure that your heightmap is in 16bit :)