Awesome thanks for that. I don't have access at the moment to UE4 as I'm away for a bit, but I assume you can use layered materials with deferred decals in UE4? For example the deferred decal layer would be providing the normal information and then I can alpha mask another material on top with all of my texture and colour…
Maya creates certain nodes at the creation of a scene that it uses as defaults. I'm not sure why you can't delete them I'm guessing because maya uses them as a fall back in case something goes wrong or missing. For example "lambert1" "particleCloud1" and "shaderGlow1" are nodes that can't be deleted because certain shaders…
I think mastering the fundamental would help a lot. this is the example [ame=" https://www.youtube.com/watch?v=5TQ0nqjAnPY"]Stan Winston School Of Character Arts Trailer - YouTube[/ame] [ame="https://www.youtube.com/watch?v=1RN9SI8z6lA"]Monster Mask Painting | Special Effects Character Creation Tutorial | Stan Winston…
Enter the Matrix sold like MAD, but its really an exception to the rule, do not ever bring up that game as an example. The best example of how good gameplay and graphics come together are Blizzard's games, you put the two together and you have something with a really long shelf life, which is the case with all Blizzard's…
kanga - yeah, similarly for a bevel 'shader' workflow at material level if baked with hard edges as opposed too firstly projecting for example, your hard surface primary (quad topology) baked data onto the same correctly prepared proxy. An early bevel node baking series at 2048px * 2 texture resolution of a medium poly…
Sorry if this isn't in the right place; I wasn't sure where best to post it. I've noticed there's a weird bug when I try to upload some images. I'll often get a random image that fails to upload when it's not too dissimilar to others in size, resolution, and format. I've noticed the ones that load successfully tend to have…
Hi! Trying to get this in Unity ? In UE4 I would just go and copy paste the nodes from the example above, but no such thing in Unity. Has anyone made/found such a setup that I could reuse or try to remake ? Thanks And separate question on a related topic : In this same UE4 example content, it showcases a material setup…
Hi guys, I found this short image-based tutorial by Eternity NU on zremesher and there are some things that I cannot fully understand. As you can see in the attachment, the remeshed model and the one with 6 subdivisions are almost identical in terms of topology. How is this possible? I tried the tutorial exactly as shown…
This is a problem I've been having for awhile and today it finally made me ask WHY THE FUCK!!?? Normally I can translate a vertex in the viewport freehand, when this option is available the yellow box remains a square pointed at the camera when you rotate around the object. example: BUT SOMETIMES the yellow box doesnt stay…
I'm working on a unity environment for class. I want to make it look great in the time I have. I have a bunch of modular assets created, but The textures need work. (see example below) Basically the textures were just images online to save time, but I dont want them to look like textures I grabbed online, so I'm going to…