the gradientmaps i`m talking about are more of the remapping the greyscalevalues below it to the gradient you pick. like if you have a red to orange gradient your darks would be red and lights would be orange and every value inbetween would correspond to a value in between that gradient but yeah 3d space gradients would…
Thank you Nicolas for this information. After a quick test I guess it's the smoothness default offset of both shader which don't match. By chance this offset was more or less compensated by the (of course wrong) sRGB sampling in unity which lead to my assumption. That SD works entirely linear when we talk about the node…
Art looks fine, GUI looks bad, the layout is fine, but the art looks kind of 90s. its the repeating random noise textures and the bevel all the edges kind of look Im not really feeling. Im talking about menus and buttons mostly. also get proper fonts, and dont use the same font for titles. Take a look at say Hearthstone or…
I have absolutely no idea what you're talking about, but an Xbone/PS4 absolutely could handle 5k triangle fruit, especially in a fully deferred single geometry pass engine like UE4. It's probably a little excessive for some games, you wouldn't want that in an open world game. But 1k+ triangles for small props is certainly…
I would probably be the minority here... But with future iterations, if they can get the same performance in Maya without any bloat headaches I might find myself going to zbrush a lot less if I could just brush and paint ( and dev my own pipelines around as much ) in Maya. ( talking bout the new mudbox sculpt tech being…
I'm actually using reflect/refract, as far as the deformation goes, it's exactly what I needed. I tried playing with your hints and found the solution : The trick is to set the "self-illumination" "slider on the right to 100. No need to use a self-illumination map or to change the diffuse/ambient, maybe you were referring…
So I just had a long talk. A job is more important to me and unfortunately, it means this environment has to go. I still believe in the idea behind it, but I accept it wont get me the career I desire. To quote a movie that describes this best, "It's the video game Polycount deserves, but not the one it needs right now"…
What does that even mean Muzz? How would you describe an artist who wants to make things with there own vision in terms of portfolio. When you refer to licensed work you are talking about studios? As opposed to making my own designs and content? Why would i not want to show that i can work on multiple things/ not just a…
pardon me. allow me to clarify what i mean by 'structure' i am talking about perspective, proportions, placement, volume, foreshortening etc. to use an example. on your helmet the horn that is represented as physically closer to the viewer (the one on the right) is acutally smaller than the one on the left that is suppose…
I had to go all the way out to GDC and talk to Tim Elek of Epic Games to get my mess sorted out. It is a bug that was fixed in UE4. Not so much in UE3. Understandable though. He gave me a workaround. Use a Kill Plane and have it match the same height as the floor of my map. Haven't tried it out but I will do so pretty soon.