Hi ablaine you should really ask these questions in the Unreal Developer Kit - MASTER THREAD, it helps keep all of this information together in one place. Here's a tutorial from UDN on how to get nice highlights using a cube map, just scroll down to the "Cube Maps with HDR" section. You can probably use your specular or…
Your work on both TLoU and TR are breathtakingly awesome, and I'm so stoked for Uncharted 4 and your art dump for it. I don't know if this is the right place to ask from you, but I have one question. My focus is to become a character artist, and I have an indie licence for Substance Designer 4 through Steam (not having…
So when I am selecting a color ID in 3DO with shift+C when I'm in another group it asks if I want to create that material in the current group. If I hit cancel, the shift+C functionality seems to stop working. It no longer brings up the materials dialogue. I have to restart quixel suite to get it back. I don't have to…
I'm currently experimenting with NPR shading in the style of Guilty Gear Xrd and I have a model I'm trying to adjust the vertex normals on to achieve a good cel-shaded lighting effect, but most software I have has very limited normal editing tools - i.e. 3DS Max's Edit Normals modifier is very basic. What I'd prefer is…
https://youtu.be/JL75R0K_j7g?t=631 Edit: In case it doesn't put in the time, it's at 10:30 I can't seem to figure out how to get this cube on my end to bend like that at all. It just pulls directly right or left with no bend at all. I've tried every brush without anything similar happening. 1. Append cube 2. Resize it as…
Since I haven't been able to move on much, I just finally decided to just bake them separately and not in the same groups since they seem to work without issue that way. Using masks with and without padding to copy and paste the normals in photoshop. The mask without padding is so I can erase intersecting padding without…
I've been scratching my head trying to figure out how to do what you're asking for, and I really do not see a way for photoshop to average your values within each individual tiles across all your tiles in one sweeping move. However, just thinking out loud here, but since you're saying that you have a high poly done, you…
Not sure why there's a lack of serious answers, but there are a lot of approaches. If you're doing terrain you're probably using multiple textures and masks for most of the details, and choco's tutorials are good. You can make the actual terrains in many different ways though, they're much more free-form than most things.…
[ QUOTE ] [ QUOTE ] the ao from the floating geom, are you just going to paint out the unwanted bits aye? looks cool! [/ QUOTE ] Yeah i'll just paint that out Xal: I do 2 passes actually, i take the mesh and seperate every little peices so nothing renders on top of other things, to get clean normals and ambocc maps, and…
Hey guys, i'm at it again!!! Working on a pbr shader based on the GGX formula that are floating around. Been looking at both UE4 and The Order 1866 tech papers. Everything seems to be going smoothly apart from one thing: the specular hot-spot only appears where the camera is, ie: it follows the camera around, when i would…