Just a quick writeup as I just went through the process myself for the first time. But the workflow is the same as doing any high to low bake: * Going to Unreal. * 3DS Max, RizomUV, and Substance Painter (I set up my own export preset). * Starts out with ref gathering and note taking. Drawovers in Photoshop and deciding…
if you're working remote then it doesn't matter what machine you carry around with you does it? .. It's not written anywhere official cos Epic aren't going to admit to it. but yes - thats basically the size of it. You find yourself unable to do things (eg build HLODS, package world partition with nanite landscapes)…
I (naively) assumed they'd done it properly Hacks like that explain why it breaks down under some circumstances edit: ok so I've had a look . Hopefully this helps with some of the weird bits The only variable they seem to be using is the builtin $sizelog2 -which is log2(pixel size of the input) == log2(512, 512) == (9, 9)…
Hmm, i haven't hit the instability in the menus that Mario has, it actually feels very solid, just with some of the attention to detail functionality missing. Which to be fair is a super high ask, when you consider just how much attention to detail functionality photoshop does have. Things like being able to drag down…
Nice stuff man, i really like that turret and the axes! I also think that some of your concept work suffers from being too detailed so it becomes noisy. The same applies to the textures, they have a lot of small and very sharp details which makes them hard to read. It might look cool in a close-up, but you should keep the…
Just make that input that you marked in green plug into the landscapelayerblend, into the layer input you want. For desaturation, when working with landscape materials, whenever possible I make edits to textures in photoshop, to keep the instruction count down as much as possible. If your intention is to make several…
This stuck with me. After some further, more detailed, reading and researching, you can totally create the van der Corput sequence that Hammersly and Halton based extended from in UDK. You'll need DX11 mode on to have it work, as that supports Shader Model 4 and therefore the bitwise operators that make the sequence fairly…
Hey guys, I'm back unfortunately. Here are the promised images. The texture sheets for the new textures and normals. The normals are very flat because I used the Nvidia filter plugin and not Xnomal to render them from the diffs. The foliage textures, and not all of these are hand painted because I'm running out of time. Oh…
The max wiring dialogue has always left me cold. I also have to do a good deal of wiring of rollbones. Now, depending on how much you like maxscript.... ...I've written a small function that makes wiring much easier when you are just using one object to drive the rotation of another. Even if this isn't exatcly what you…
Hey there, I keep running into the same issue in my projects and I am surely doing something wrong so any advice would be appreciated. This is using 3DS Max and creating game-ready assets. I have created the low and high poly versions of a vehicle. These vehicles have lots and lots of components that I have separated into…