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Re: Modular Floor Tiles - Outlined in Shadow
Reply by
glynnsmith
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Sep 2010
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Unreal Engine
Ack. I forgot to mention my light setup so far. Right now, it's just point lights with the default settings.
Re: UDK Custom Height Map Collision
Reply by
AzzaMat
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Jul 2012
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Unreal Engine
your terrain is probably bellow the killz. Either move your terrain up, or lower the default killz in the world properties menu
Re: Texture/Opacity looks different in Unreal than it does in Substance? [Pics]
Reply by
Ashervisalis
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Sep 2017
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3D Art Showcase & Critiques
UE4 has a glass material included. I'd copy that default material, and then plug your colour, opacity, normal, rough, and metal into that.
Re: Back/Forth Mousebutton in 3DSMax?
Reply by
.morph3us
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Apr 2011
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Technical Talk
i can't freely input any custom keystroke i want with that program, but only choose from a list of default settings?
Re: Understanding averaged normals and ray projection/Who put waviness in my normal map?
Reply by
Frankie
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Jun 2011
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Technical Talk
Sorry if this is a stupid post but did you have to set it up as a "normal bump" rather than just bitmap in the default shader?
6 results
Re: Inset Chamfer
Reply by
Swordslayer
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Feb 2017
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Home
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Technical Talk
Oh, almost forgot, here's the modifier that overrides chamfer defaults (really simple, so customizing it to your liking should be easy).
11 results
Re: Can't find Maya's Mia_Material_x?
Reply by
Fingus
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Feb 2016
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Technical Talk
In 2016 Mental Ray is no longer bundled with Maya by default. You need to install it separately. You can find it on Autodesk's website.
Re: Quad Chamfer
Reply by
malcolm
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Jun 2011
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Technical Talk
If you can make a Maya version I'll buy it, Maya's default quad chamfer doesn't have an option to not round the results.
2 results
Re: Sketchbooks # Mr.64
Reply by
SaboR1996
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May 2014
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Digital Sketchbooks
You should totally get Marmoset Toolbag, Max default viewport does no model any justice. These look cool though
Re: Full Metal Alchemist Environment
Reply by
fayesmith
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Dec 2014
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3D Art Showcase & Critiques
Inside UE4, have you unticked sRGB on your roughness map? It's ticked by default, and makes your roughness look wrong.
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