thanks farfarer, do you think it's something that could be scriptable? Create a "Group #x" X and Y coordinates for the bounding box of the group itself, then take subtract the difference of each inner islands real x,y or is that crazy? Gonna look up some example scripts now...
Great stuff! I feel like the textures are subtracting from the overall piece though. Take a second look at the lamp post, Stop sign and the overhead fabric? Not sure what thats called :) Getting amore solid texture on those will help this piece improve a it!~ Keep up the work!
I've noticed that the boolean modifier has been changed since 2016. Is it correct that in order to ie. carve out a cylinder from a box in 2017, we have to select the box now first and then add the cylinder after and select subtract? I realize that i can drag the order around, but it just seem weird compared to 2016.
@Maximum-Dev - This is how to do that. Just a quick mockup, but I think its straight forward. I would call this a distance to point function. You can move the point by changing the value of the subtract to a vector parameter. You could also stretch the point by either dividing or multiplying the output of the subtract,…
I have setup a Parrallax Occlusion Mapping master material using the UDK documentation as reference. http://udn.epicgames.com/Three/DevelopmentKitGemsParallaxOccludedMapping.html#Parallax Occlusion mapping The problem is the median value it uses is 1 (255,255,255) meaning everything in the map is depth. This is problematic…
Oooooh I knew that distortion looked familiar. When I was messing around with Roboblitz, the hall of mirrors effect didn't happen when I just threw together an additive level, but I recognize the HOM effect from UT2k4 subtractive levels... thanks.... I'll add a sky/walls
You can't simple subtract the images, diffuse is 2*X and Specular is X-Y. Also they are stored on the camera in sRGB so you must first make the conversion to Linear space. Its best to do these in shader code. For Gloss just solve for G using the BRDF shader code.
Thanks for the feedback guys! So it seems like for most cases if someone is starting a character they’ll build the model in a highpoly sculpt and subtract down. What would you say about current-gen props and environment set pieces? Would you say that they would get the same treatment?
This is driving me nuts, I've been searching all over for an answer, so hopefully someone here can help. I can't see any bsp brushes other than my builder brush. If I take my builder brush in a subtractive level and click CSG: subtract, I get no change. Same thing with doing an add in an additive level. I loaded up one of…
That video is 100% correct although not very well explained. My solution is to subtract the metalness channel from the specular one. This way you mitigate for that overly bright transition area between metal and non metal. You can also try to multiply the spec with the inverse metalness as a slightly softer approach.