Hey guys, I'm having to deal with a particularly picky client that will post paintovers of the target goal he wants, expecting a 1:1 matchness, without mentioning what exactly his changes were when editing the image. Because communicating with him is difficult, I was wondering if there was a way I could overlay for myself…
This is the substance I am working on right now. It's gonna be a Medieval Window! For the first time I will make a more complex material consisting of subgraphs that are blend together. I want to push myself and make something that needs alot more effort than my previous materials, so I thought this would be a good…
I need help with debugging UE 4 shader. I want to have tessellated and displaced terrain in UE 4 with layers blends driven by a height map. Last time I used this simple shader it worked. But no matter what I do it doesn't work with UE 4.19. The landscape tessellates but it doesn't get displaced when I have two height map…
Hey guys i'm doing a rig and i have completed the bone structure. I am now getting onto the technical bits adding constrains and controllers. But before i started I just wanted to know peoples opinions on - Reverse Foot -FK and Ik blends for arms and foot _ And if its possible to apply both methods on the same rigg i want…
Hi there, here's a few pics from my first UDK environment.I wanted to try vertex blending so thought this would be a good environment to use it.I'm a big fan of GTA and the upcoming MAfia 2 so I used those games as a benchmark to aim for. Everything was created in a modular/lego fashion.Lots of vertex blending for the…
I have an robotic character, who have lots of pistons in his limbs. Now, on the animations themselves it is fairly easy - just bake the constraints to the FBX. But the problem arises with using of state machines and such - when two animations blend together in the engine, or a procedural layer is added, the pistons start…
We've tried to design the texturing tools to be flexible and not limit you to a specific style or workflow. There's a free 30-day trial so by all means, give it a go and see how well it works for your needs. To answer some of your more specific questions: "is it only designed for high end texturing (procedural auto-mask…
Hi Y_M, happy that you find that stuff interetsing :) . To be honnest everything in those my material is pretty simple. Here are the main steps of that Overwatch Fanart : I always start just with the layout, working on what I call "naked material", the layout is never final but help me to find the level of detail I want…
Thank you everyone for all your comments and precious critics... this house was not intended as a portfolio pieces and I wasn't even thinking of showing it to anyone as it was really an exercise to learn Cryengine 3 asset creation and workflow...I tried to follow more or less the same kind of modeling and texturing that we…
My antivirus says something malicious in your download page. =) For highlights try to use levels with luminosity blending mode + a bit of "blend if" sliders to make the levels not working for darker under layer pixels, for super strong highlights you could also use same content aware fill technique, if you have accurate…