Week Thirteen Day 1- I made some changes to my brick wall textures. Instead of exporting a channel-packed map, I export every map independently using Parallax Occlusion Mapping and World Aligned Texture nodes in Unreal. I followed two tutorials on using or setting up height maps and World Aligned Texture in Unreal. Bump…
https://www.unrealengine.com/marketplace/en-US/product/skinned-decal-component As you know by default decals do not follow the bone deformations in Unreal Engine, this plugin allows you to project decals that follow bone deformations on skeletal meshes.
https://www.youtube.com/watch?v=8mpjmf9cHos
I follow since of Joe Madureira xmen, without a doubt is one of my favorites .. I think the model is being very well is in line with the style ... I follow with great interest
Super cool project, definitely gonna follow this. As many said, the scale of this is impressive, good luck following through! Love the dragon btw, the little bit of glow on its underside is fun :)
If you'd follow anatomy when doing a realistic future human soldier then you should try to follow mechanical layout when doing a realistic future tank/mobile artillery unit.
You should probably go back and follow this to get the effect looping correctly. http://www.ericchadwick.com/examples/looping_a_procedural_texture.html And then follow this to clean up the edges and corners. http://www.ericchadwick.com/examples/tiling_an_animated_texture.html
Hello there. So I've been following this tutorial on emissive maps: https://www.youtube.com/watch?v=8HbNDC-r5do I've recently invested in Substance so I've been doing a lot of learning and tutorial watching. Moving over from 3Dcoat. However in the section of the video where his model turns red due to the emissive map, mine…
Can't seem to bake properly :( I understand I make a high res and a low poly retop, but baking the detail on just never seems to happen accurately or decently. Ive followed videos, Ive followed help and trawled through the wiki but never get a good result; Any ideas? PROBLEM:
I needed a script other day that would calculate normal maps intensity parameter from a target normal map example and match all the project normal maps to same intensity for more unified look . I asked Chat to hipass normal maps, extract high frequency details and measure each pixel normal deviation from vertical, find a…