It's live now. Greg Mitchell, the cinematic director for the Gears of War series, is talking about the workflow and structure of creating cinematics. http://www.twitch.tv/unrealengine
Toolbag2 and UnrealEngine 4 both prefer for the binormals to be calculated in the pixel shader for best results. I just wanted to check if this was causing the issue.
It will be used with UnrealEngine for VFX. Creating normals ect will be done in Substance. I tried with curves which went like ****. Maybe deformers could do the job?
New version of Laketown: (These models are not mine, these are from the "Lakeside cabin" asset on the UnrealEngine marketplace.) Now I will go into Maya and Make detail props for the houses.
[ QUOTE ] You know what my favorite feature is? The F button. So much fun. I can see it being useful somehow in a tactical situation if properly executed. [/ QUOTE ] yeah that's been a staple for the unrealengine 1.x games, glad they brought it back
What, with AA? How did you do that? I thought there was no AA in unrealengine. Neox is always looking for a way to do it. Looks btw really nice! Like it!
a texel is just a texture pixel, from there it should be self-explanatory, it means you have 128 pixel per foot, the thing with per foot is... what is a foot in unrealengine? all unreal games i've been working on have been working in somewhat abstract unit system
If I create a cylinder I have to thicken the mesh with the extrude tool, to avoid" see-throught" when I importing the mesh in UnrealEngine. But maybe thats the only solution.
I suggest making a comment/request about it here: https://github.com/EpicGames/UnrealEngine/pull/5463 It`s the only way Epic will know there is a demand for it (technically they are too much locked in with Fortnite and working towards their aspirations with raytracing to care much about real world problems like decals ;) )