Hello, I'm trying to make a flickering light that i can fully control. So the idea is simple. Lerp node works as some kind of gate. The mask is horizontal panned texture with black and white squares inside. I thought that with this i will be able to "paint" the flickering. The problem is that UE 4 always changes my texture…
Ah, you have hidden your reply well :sunglasses: Fog cards I find they can help to elevate vistas, but to my knowledge shouldn't be layered too much due to the increased cost of the pixel on screen (Overdraw). Sample Projects I would follow the path Eric suggested. I haven't tried this one, but going by its description it…
I am sure this is really dumb thing to ask but anyway, How do you instance an object in UE4 so that editing the properties of one alters the properties of them all? I have a room with a number of lights in it and am fiddling with intensity and range and its a lot of hassle to edit them individually. Its been a long time…
Basically the result I see in the viewport (with all the reflections, normal map details etc.) I want to be baked into base color. Can't figure out how to do it. Baked Lighting filter doesn't do that.
Hello, I am looking for an artist to help with taking an existing architectural model and creating PBR materials in Unity, along with lighting it. Please send me a link to your portfolio and your rate. The job is immediate. Thank you
Hello Fiends,i would like to ask you a question.I know it could sound silly but i was just wondering Is Sandbox works the same way with light maps(second uv Chanel as Udk)? Thank you for your respond.
Anybody know of a good uv packer/unwrapper for light mapping in maya? Haven't really found anything free or licensed online except for this nebula2 toolkit which doesn't really do anything we can't script in maya for free.
Hi all I work for Techland as a senior character texture artist. Just want to show You what I did for Dying Light. Have a nice day My art station webite https://www.artstation.com/artist/brometheus