need some help about modeling for mobile games and texture also means how much should b the polygon, and how much should b the texture size and how can i import all the things in program. The target platform is nikea opengl enabled mobiles.
Hey, i'm trying to do alot of extruding and decided to look at a problem that has always annoyed me. When extruding a 90 degree corner looses so much volume as the image below shows. is there away to keep this volume in maya as i extrude or is there a plugin that will enable this style of extruding? Thanks
In zbrush how do you enable transparency with the floor option with either ghost or transparency ? i know my way around zbrush to some extend by i rarely used this option for sculpting. I press transparency and my reference turns see-through, the ghost button is grayed out. This is what i have
You might want to enable tessellation for the material to get sufficient geometry and then put your data (heightmap) into world displacement input https://docs.unrealengine.com/4.27/en-US/Resources/ContentExamples/MaterialNodes/1_11/ I only see practical use for this for cinematic or maybe very large characters.
Thanks for the report. Does this happen in the middle of the animation, or is it at the end? By default, the Loop feature is enabled, which will lerp the last frame to the first frame. This can cause a pop or glitch if the animation isn't designed to loop. You can turn this off in the file reference properties. Let me know…
Sup guys :) Have a problems with normal maps in Unity. Pipeline are: Blender -> Marmoset, where i bake normals with flipped Y -> SP where project are set to OpenGL. Model to marmoset and SP exported normally with blender default export. For Unity i use addon: https://github.com/EdyJ/blender-to-unity-fbx-exporter whis is…
If you're using Unreal it does a lot to mitigate this problem if you check the "Crack Free Displacement" option in the materials tessellation section. It's not perfect so I wouldn't rely on it for everything but it can help in some situations. The left is with it enabled while the right has it disabled.
you dont actually need a thickness map, though it can be used to give more control. Use SSS profile instead of the simple sss shading model, and enable "transmission" on the light source. Also tweak the sss profile parameters to get the desired result.
Thanks for the video's WaYWO. It would also be nice to enable a visual display of pressed keys. If your screen recording soft hasn't this option there is this this app: http://jungsbluth.de/magnus/blog/2008/08/01/keypose-flavour-your-screencasts-with-shortcuts/ thanks Menno
Make sure it is a moveable version of a light actor. Note you can only see it move in game also. Should work otherwise. If the matinee one goes into all kinds of weird angles you need to enable Use Quat interpolation in the matinee itself.