Hi! I am going to model the car in the attached photo and make an animation where it rises up from the surface beneath it. First, only the flat surface is visible, then the car starts to emerge from the surface, until it reaches the height in the photo. Modelling the car and animating it’s movement is not a problem - the…
I have taken over a project from a coworker and need to place in a new playable character to view the content however when I go to build it up in Blueprints the function "Add Movement Input" is not available to me. I created a fresh game mode in the project and opened up a "Character" class Blueprint. I went through the…
If you're going for a clear coat effect you could try using add blending rather than refraction. Refraction has some issues with sorting that are view-dependant. So depending on how your meshes are set up this may be expected to some degree. A good way to alleviate sorting problems is to split up the refraction mesh into…
for @AlexandrDm Hard to say from the image, I would guess you are not working to scale and everything in the world is very tiny so the lights feel gigantic. Try creating a default Unity box in the scene. Those are 1Mx1M and you can check your scale through that. SOMETHING is causing your lights to be super intense
Hello friends. I'm a newcomer to Renderman/rsl and I've had tons of problems compiling my shaders in Cutter. It will compile and spin my disks for all eternity. I've tried it with 3delight and I get the same behavior. My paths are supposedly set up correctly because I can render out RIBs in one click. With 3delight I have…
I'm creating a simple virtual reality car showroom for the HTC Vive using Unity 5.5.2. It will have only one vehicle at a time shown to the user, both interior and exterior. At the moment, I'm struggling to create a convincing car paint material. Browsing through the asset store, it seems that realistic looking cars are…
I'm totally late to this party but I'll toss in my 2 cents. I've run into this a few times and what I do (which you probably haven't done and probably want to do in the future) is to place the pivot point for all of the meshes at the point that the biped scales from (the frozen footstep node between the bipeds feet). That…
Hey guys, I just wanted to give a heads up on a DVD that we are working on. Its been a long time in the making and will prove to be one of our best DVDs. Its rare that people get to see the hard work put in the DVD Cover so I decided to post it so everyone can check it out. To watch a video sample go here:…
Here is a little weapon I´ve done for an as of yet unannounced project here at Fatshark, but I got permission from the boss to post it here anyway, one of the perks of working for a small company :) Rendered it out in Marmoset, cuz its so f*cking kickass :D *thumbs up 8monkeylabs* The texture could use some more love, it…
I am not familiar with UDK model/material setups, but from working with models in Source I know that these types of textures are hard to get right. The reason is that mostly they are about reflections rather than the diffuse textures and getting this right can be hard. I would consider adding a very light noise overlay to…