Pulling your hair out trying to fix generic AI images? I recently helped a client replace AI art with human-led concept strategies ( moodboards, OKRs, design thinking), and got their game pitch approved by the board of directors on the first try. - See the full project…
Ships yes. When it arrives is a different story, if it takes a couple extra days to get product distributed in Australia/EU it would make sense that there would be a delay. Anyway maybe I'm wrong, I looked up some release dates after Justin posted and this is what I found: (grouped these by similar days for visibility)…
Yeah I hear you, I taught myself basic modeling and UV'ing with Maya for DICE, but it's not great. Both programs feel dated in interface, but Maya is just the worst in terms of UI. I feel it's missing a few key features (or makes them less accessible) that speed things up a lot for me in Max. Like no proper Edge…
This was a fun and quick one - found some cool ref and wanted to try out a way of lighting a large area in a way that didn't feel too game-y or wasn't clumsy & expensive: ArtStation Plus now I know the limitations of emissive planes in UE4, I know better when/where to use them
Very nice adjustment (Y) In terms of the video, I'd say it's a little odd that the sakura particles/trees etc are static and the water has motion... I guess it's your call to decide which you want more? a static shot or a environment with full motion because you're caught somewhere in between right now.
With Toolbag 2 you can do this two ways without inverting the green channel 1. Set tangent space to max on a per-object basis, this will make is so you don't need to invert anything 2. Set Flip Y in the normal map slot in the material editor Not sure about the substance thing.
Thanks for the tips. It's not gonna be a game per se - more like a VR animation with a game-y feeling (think action cinematic). As for the windows: oddly enough, that's exactly how they are built in my references. I'm modelling a part of the old Smyrna Quay and most buildings had windows covering most of the height of…
It looks like your low poly might have hard edges at those locations, or the Y channel of your normal map is inverted for whichever program you are using to view it. Images of your low poly and the UVs of this location and which program you're using to bake and view will help narrow down what's wrong.
This is really only intended for pixel art, but you may have somewhat decent results overscaling it and then resizing it back down in photoshop depending on how line-art-y or smooth it is: http://code.google.com/p/hqx/ some examples: http://www.hiend3d.com/hq4x.html EDIT: There's also plugins like Genuine Fractals and the…
If you want to plug in your normal maps that are correctly formatted for UE4 (i.e. MikkTSpace with the bitangent vectors flipped to match DirectX normal maps and the bitangent computed in the pixel shader), you have to change the tangent basis to xNormal/Mikk and then check "Flip Y" in the normal map parameters. The other…