Details of project posted in: http://www.polycount.com/forum/showthread.php?t=153011 I am searching for person that will explain us the workflow (not do the work, find proper workflow and explain us) for following: - texture modular pieces of cave with tileable texture - create proper maps and material setting in Unity 5…
Hello, I am texturing asset in Specular Glossines workflow and I wanted to render it in UE4. But I don't know how to create material that will accept spec and gloss and won't need roughness. Is it even possible ? I tried to use various functions like multiply, and x-1 but it is not working well for me :persevere: Can…
Hello, please tell me why I can not set the height of the texture? import mset import os desktop = os.path.join(os.path.join(os.path.expanduser('~')), 'Desktop') mset.importModel(os.path.join(desktop, "temp.fbx")) baker = mset.BakerObject() baker.outputPath = os.path.join(desktop, "bake.png") baker.outputSamples = 4…
SDF = signed distance fields ? Have a quick look here: https://www.cgchannel.com/tag/signed-distance-fields/ Even Substance has this for a long time (as seen above; at least two years !?); also Material Maker.. some addons for Blender or the stand-alone apps: SDF-Modeller or Clavicula .. You may also have a look here:…
Hi and welcome to Polycount! Firstly, it's best to add a question mark to your topic title... that way people will know it is a question. Otherwise it sounds like you made a tutorial. Secondly, instead of adding replies, you could edit the first post to include all your questions. There is a "gear" icon at top right, this…
Hey PCers, I'm currently diving into my first UDK level with some assets out of Maya. You can see on the mesh that there are some triangles cutting through sections, especially on the top right. This is, of course, after optimizing this in Maya and reducing the polycount (haha) to as low as possible for the asset. No…
Hi @ all, It would be nice if someone can give me a feedback and explain what do to better with my object / map / material. I new in this map and texture thing but i thought after 6 years of pure modeling work it would be time to learn some new skills. I just tried to texture a simple concrete barrage, it should look a bit…
As a matter of fact i was reading that page yesterday(yesterday i was thinking whether it's possible to render objects behind other objects,as i said,i'm kinda enthusiastic about this thing),but that process is way over my head since it requires coding,i had the feeling it could be done solely through materials(with that…
Good day. I am trying to get my renders set up like I normally do in Maya with the Physical Sun and Mia Materials. In Maya I have control over the 0 and 90 degree parameters of the BRDF. So I can fine tune how strong my reflections appear at glancing angles etc. How do I get this control in UE4? Do I have to use Fresnel in…
I'd like to create a mask for my particle material based on how many particles are behind the current drawing particle. Basically it would be a depth mask but rather than being based on scene depth, it would just take into account the other particles. If the particle looks behind it and sees nothing then it draws black on…