Hi! It looks like some modifiers were carelessly applied to this mesh before, or it was exported from somewhere, so it has some issues at the moment: - your beveled edge is not only marked as Sharp, it's actually ripped - you can see this in Edit Mode if you try to select and move a vertex there. You'd need to select all…
On the face of it an interesting closed source option however I think a brief workflow overview would help, thus enabling people to assess either it's pros or cons themselves although appears your demo is no longer available? Side note - for hard surface stuff I make, a native voxel remesh technique seems straightforward…
One thing that will help is if you set the leaves to display as bounding boxes instead of full geometry (Select leaves, right click, Object Properties, check on "Display as Box". You can also set the Display node back to ticks, but even that can start to chug max. You can also set the "Visible %" in the display node to…
Substance Painter is pretty cool, it seems to focus on painting on the actual model. It also has a really cool particle painting simulation, which can be useful. Substance Designer is probably a bit more suited for traditional texture work though. It can be a little tedious and overwhelming at first trying to get used to…
I have an old thread that relates to this, but I never really went back to update my findings. Short answer is that per-face material assignments in maya are fucked and have been for a long time, there's lots of operations that can sneak in and cause the issue. Short solution is to use this script instead of separate, you…
First off you could have posted this in the CryEngine section :P For your problem, I don't really get it, the material editor also didn't changed a lot (you don't have to use the node-based version just change to compact and you get the good old editor). Now to you Question.. Just create a simple Box that fits the size of…
a flow map is more correctly a directional vector offset map. But really, for something like this that is overkill, unless you need to change your maelstrom direction internally often Now for this.. I'm actually sitting in bed with a netbook so forgive the lack of UDK examples.. but i can tell you the nodes you need.…
Thanks guys! mAlkAv!An, totally agree that the "add" method is not right, pretty much the reason I started doing the comparisons is because I saw people (some at work even) just adding two normal texture samples together. I'll make it clearer that I'm calling this wrong in the write-up. I am curios about methods in which…
Hmmm not quite sure if the following truly belongs to PnP but I thought I'd share the results of my reference hunting. materials in Roboblitz UEd3, fast and easy Hourence material tutorial ini tweaks - useful for screenshots UDN UT3 mods page - incl. folders and naming conventions UDN ActorX for 3DSMax UT3 character models…
Please, please consider using paragraphs. And what is the BlackLeather_f0 map? I don't see that in your SP texture sets. I've been demoing redshift the past week, I'm pretty pleased with it, especially the speed. So here's the setup: Roughness, Normal and Height file nodes are set to Raw, the others are sRGB color space.…