Hello, I had short chance to finally try by myself Alien Isolation and I'm amazed how lighting is making awesome mood there. I'm trying to make same type of lighting in my scene. I would like to know how to make this type of scenes in UE 4. In this article i read that its made by "deferred renderer" Whats the work-flow for…
That seems to be the common conclusion — it works “almost”, but never reliably enough for production use. Fluid Mask definitely felt ahead of its time in terms of region segmentation. It’s interesting that even today most approaches still operate mostly on gradients and contrast rather than coherent region grouping.I’ve…
I liked the Sobe machine in Munch's Oddysee. it was just sitting there in a level, totally out of place, and it gave you a fun power-up. I even bought some Sobe later :) I don't like this.
Awesome! You've been very helpful, thanks so much :) Are there any steps I need to take in order to ensure proper lightmass functionality when using dynamic lighting w/ Lightmass (ie light bounces/proper GI)? Do light classes work indepently from Lightmass? Like i'm imagining point lights and stuff would be analogous to…
I believe the OP should rework this character some more before considering this done. It seems too generic in texuring and look likes about the equivalent of a newbie just put a photo or Maya generated textures over the models and considering it okay. http://forums.cgsociety.org/showthread.php?t=373024…
I'm having trouble working with doublewidth UVs. The relax tool only wants to work like the map is perfectly square, thus relaxing into all the wrong shapes, and when I rotate objects, if they were scaled properly before to the 2:1 shape, the rotation causes them to be way too tall and narrow now. Sometimes I can get Max…
Painter docs seem to indicate their UV Tiles system is different than regular UDIM workflow. But what’s different here? Isn’t it just a single material getting multiple texture sets, like most apps do with UDIMs?
Thus far, I do like the overall analogue vibe and also I'd assume that eventually UE master material (node tree especially) would be something too behold once this project is finished.
Circle packing is inherently inefficient. There are a lot of reasons why liquids get stored in drums or barrels, though. If you think about tanks that store flammable gases under high pressure, like propane or natural gas, they're usually shaped something like this: All the seams are welded, of course, to prevent the…
Anyone know of a script for max that exposes all elements in a selected mesh in a toggle-able way like xpose works with subtools in Zbrush 4 Use: I have a bunch of elements in one mesh. I wanna pull it apart in as few clicks as possible for uv's, or normal mapping, or really whatever. Ideally it would be a modifier that I…