After much deliberation, I have built up the courage to post my website :) VertexArtist.com <<<< Updated I have been a long time lurker. Recently, I have tried to help where I can... I am currently looking for a junior or recent grad position modeling. I would appreciate any and all critiques. Edit: Posting what I am…
Hi, I'm having a problem with my CG tessellation and displacement shader. I'm doing this in unity but I'm not sure this is related to unity. To make it short. I use the diffuse texture alpha chanel as my displacement source. I set it to 128. I calculate displacement like that (DisplacementCenter = 0.5f) float vHeight =…
Hello, I am having a problem with the material of a hat I made for TF2. It looks fine in the MAX viewport, but when I try it in-game it looks like if it had self ilumination or a very flat colour without any specular or shadows. Here is the result using a flat colour: And this is the VMT file(but pointing to my texture):…
I'm attempting to create my first model for TF2 that will replace the bat, but upon compiling my files, both the Scout's hands and the model itself are invisible in-game. I've used the SourceSDK model viewer to load my model up and this is the preview... This is my .vmt: "VertexLitGeneric"{ "$baseTexture"…
So, time for another UDK environment! This time im aiming at alot higher specs, gonna see if I can come up with some workable solution for more custom and highrez art. Aiming for really high-end PC specs, DX11, all that jazz. I will be using alot of modular textures, and alot of vertexpainting. The texture is still…
You could add a sphere reflection capture and instead of "Captured Scene" you could choose "Specified Cubemap", and then plug in your HDRI. This way you would have the reflections without changing the background. But you could also give it a boost within the material, as you did. I'm no expert either, but these are the…
Sorry for getting spammy, I want to make sure I get my bases covered while I work on other things --- Here's the material function I made for layer blending. It's very much a 1.0 at this time. For future projects I'm planning on upgrading the blending mode (ie, material attributes in lieu of these individual inputs) but…