Hi! I'm a game dev student and last semester we had a '3D-programming' course, in which we did some basic stuff such as rendering a textured quad spinning around in the "scene". We used quite basic vertex-, geometry-, and fragment-shaders to do this. My question is, how are shaders "managed" in a larger projects? For…
Hi I have this 3D mesh/fbx model with corresponding texture made from Pix4d that I have imported into 3DS max. The texture I think is exported as Unwrap uvw texture map. In the fbx model I have some buildings that have quite messy vertexes, so I want to delete the buildings out of the mesh (fbx model), then make some…
Hey everyone! I'm currently setting up this scene in Unreal Engine 4 for a proof of concept I'm working on, and at some point I will have to start creating materials and break up surfaces with details. I want to have these details, transitions from a tiled texture to polygonal detail, be as seamless as possible to my…
Coating Vertex Material Shader Dual base materials with a coating material such as snow or moss. Almost every aspect of this shader is a parameter. The snow/moss can be changed to any other material you want. Mud, dirt, water, ice, WHATEVER. The same can be said for the bricks and stone materials. As long as you have a…
Hey to all, I was wondering if anyone has some feedback I could go about and create a Whirlpool/Maelstrom kind of effect in UDK for water. I have been racking my brain for a while, and wanted to create it with materials, but since UDK doesn't have a flow map attribute, I don't know how I could be able to fake the suck and…
A couple takeaways I got from stream: - They use Kythera AI system which allows that fight upon the moving Giant thing. - They were 3 people most of the time. Bu they had part-time help for assets and optimization. Game is really alpha by the way. - The dungeon are randomly generated. It will have a generator that will…
Im doing an archvis marketing project. Parts of this office chair I made simply won't render in pathtracer without some faces being inverted. Modeled in max, baked in marmoset, textured in substance. Here it is with and without textures in the scene in both raytraced and path tracer raytraced: Pathtracer Looks fine in Max,…
We have been seeing a lot of requests lately on a texturing workflow for high-resolution models with DDO, so I put together this little guide on how I have created the base maps for my high resolution projects. The pictures shown below are examples that have no lower or higher resolution version then the one shown in the…
Hey everyone, here is a set of textures I made for use on terrain or for vertext painting as demo'ed. CC greatly appriciated. :) And a short video: [ame=" https://www.youtube.com/watch?v=ohvdeimTWgs"]http://www.youtube.com/watch?v=ohvdeimTWgs[/ame] Thanks for watching! :)
@vertex_ thank you so much for your time and words. The AKM is due for a overhaul and probably going to get rid of the robot and put something else in that place. I will revise my presentation of the environment stuff. Thank you