Tick pretty much all the boxes under Translucency (since by default, UDK won't sort them properly, even as a separate material) and you should be set. Also, few things to remember: -Any sort of masking will revert the material to Lambert and kill any Self-Shadow's (even the one from SoftMasked, Masked or Trans). -You will…
The well looks like it'd collapse if a 5-year old kicked it. And the wood goes in the stone? weird! The spikes on the mace don't blend too well with the ball. Too low poly, which is weird since the chain is more detailed. Run an ambient occlusion which will help blend the spikes into the ball. Cardboard box is alright, but…
Looks good. The longer I look at it, its lowpolyness starts to stand out, but on first glance it's pretty solid and convincing. The smaller bricks on the chimney look a little oddly small. Your window shutters look fairly flat. The tile roof and wall brick textures sort of blend into each other and don't seem distinct…
That rocket launcher is so freaking sharp! :poly124: Speculars are spot on too. Fantastic work overall. What's you workflow for maintaining custom touch-ups at a sharp resolution? I combine pictures and custom handwork too, but I can never get my brushwork to match the resolution of the image, and so the parts I do by hand…
Seems like it would be nice to combine both bone and blendshape animation on each vertex. That could reduce setup time I think, if you could roughly place and weight to the joints, and create 'corrective' blend shapes for the poses. dunno, maybe it's just better to get the weighting right, but some areas may be easier to…
The trees & foliage meshes are from the UE4 Marketplace. Wanted to get a better feel on what it'll look like. I'll eventually replace them. Placed a chunk of rocks & cliffs around the scene. Water's temp for now. Blended the mud/grass materials. For the rocks, I plan on making some more to break the shapes. So far, I have…
I used two
UV sets. The first UV is for the assembly line texture, where I stretched it on
the mesh as much as I could. It works as long as the UV is not flattened, flipped or rotated. The second UV is a 1 to 1 perfectly mapped UV. This is
where the tillable dirt/detail map textures come in (diffuse, roughness and
normal).…
I've tried doing things like merging into new scene, converting the mesh etc to try clearing any possible corruption but it always creeps back in at some point. It does it on freshly made box primitives so it can't be something wrong with the mesh. I've tried Supersampling. It's just a form of AA so only results in…
full process as in creating the material. blending a 2nd texture (snow/sand/moss) by vert painting and upvector blending. utilizing dx11 features.. and general other material things. if you're looking for tileable rock wall guidance, id say take a look here. http://www.polycount.com/forum/showpost.php?p=1515613&postcount=7…
I just figured out that using Zapplink will solve my problem about WHERE to paint the highlights and having the polypaint not wash out my base texture. After I spotlight a base texture all over my model I can then zapplink into photoshopt to paint highlights and use the blending layers in photoshop to retain the detail and…