After a bit more poking around I think I figured it out. Here are the steps I'm currently using. It should be said that this is the setup I'm using for a single file export of base level geometry. 1) Export the scene from Maya to the Unity Assets folder. (I use a sub folder called Level Geometry). 2) Create and empty game…
Hum i see what would you suggest to be able too fix the issue? was thinking of changing the base rock texture, maybe would help you think? :) thx for critics greatly appreciated :D what i did is to tile some rock surfaces that i had in my photo collection then i blended them together, as i now see they seem to noisy... in…
Hi! I wanted to share a bit more of the math to make sure it's clear what's happening. So UE4 uses range of 0-1 for specular which gets multiplied by 0.08, and as previously stated this only gets used for nonmetals. So the default Specular of 0.5 gives you 0.04 aka 4% specular reflection for dielectrics. The reasoning is…
good read so far, thanks for the link. i was looking at their ellipses, and noticed they even point out there is a difference between constructing it with 2 points vs 1 an that neither are correct. they said the "radical" solution is to draw it with its major axis paralleled to the horizon line, which is like drawing it…
man'o'mule: The fresnel term is really a 0-1 range based on the camera to surface normal dot product I think the math goes: (((LookDirection dot Surface normal ) *-1) +1) ^FresnelStrength Which, if applied to specularity or diffuse, makes pixels brighter the closer they are to being perpendicular to the camera's look…
The outsourcing was a tiny component, mostly some misc destructible items and a few homeless /bum type characters. A lot of other developers seem intent on pushing the point that there must have been a secret army of outsource resource we used but sadly there was not ( though I'm not trying to say this notion is being…
http://learnfobia.com/category-Maya-129/tutorial-Sprite-Based-Particle-Trees-2259.html Like this? Otherwise create plane and using an aim constraint with these settings: aimConstraint -offset 0 0 0 -weight 1 -aimVector 0 0 -1 -upVector 0 1 0 -worldUpType "vector" -worldUpVector 0 1 0 -skip x -skip z CAMERA GEOMETRY;
If your mesh has overlapping UVs and you're using lightmaps this WILL happen. Either make sure your UVs don't overlap and fit in the 1:1 tile or set the lightmap resolution to 0 in the mesh editor which'll fall back to vertex lighting (not so great) If you want repeating textures but to keep the UVs in the 1:1 tile, do…
It is indeed an improvement @Donkey_Kong. Here is how I would approach this next: 1. Pick 1 shot that you will use to prove out the whole process 2. Add a placeholder character as reference for scale. You can use metahuman to get something close. 3. Use it to better understand if you got the proportions right. For that you…
I was watching a video from Flippednormals and they were going over midpoints for displacement maps. I was always told before when using 16bit tiff to use 0.5 as the midpoint and when using a 32bit exr to use 0 as the midpoint, but that video was talking about values like -1 and even 1 if python was involved. I have zero…