I've been hitting a road-block with a multi-layered material in UE4, and now I'm wondering if what I'm trying to do is even possible. Maybe an Unreal guru out there can set me straight. I have developed a material that utilizes several material functions, and I'm using vertex colors to blend between the functions. That…
So here is my problem, I watched many tutorials, but none seems to help. I am starting to think the problem is with my mesh. I am following this tutorial - http://cgi.tutsplus.com/tutorials/how-to-bake-a-flawless-normal-map-in-3ds-max--cg-925. But my normal map looks like this: http://i.imgur.com/OCr5d0H.jpg Please note,…
Well, as it stands my doors are 128 high and 96 wide, this seems to work well for when the UDK gametype is set to none, but when it's set as UDK deathmatch the character is a fair bit smaller. I've largely gone by eye for the scale in this project... Thanks, What are you looking to see? It's made up using 3 separate…
Thanks for the info. Ya I was mainly just enquiring as a hobbyist. It doesn't seem like there really is anywhere that caters to small run art pieces of a high enough quality. Obviously this is probably because of the crazy prices of the high end RP machines, but none the less its a market waiting to be catered to. No…
Hi! I will be applying for a 3D-school here in Sweden that require work samples when applying. At the moment i have 4 pieces that I consider done and that im ready to show. I would like to hear from you what I should improve to maximize the quality of my work. I'm all self taught so I hope to get accepted at this school…
Last time I looked there was no available max plugin to approximate non-linear skinning in the viewport. Biped on it's own won't be enough to give you a non-collapsing sweetie-wrapper effect, but you can avoid that by adding more bones in series in the limbs. Non-linear skinning is more expensive at runtime, however you…
You might want to use accurate terms when dealing with someone you hire. • Indeed, he wont be able to use a Max rig inside blender. Because animation rigs are highly software-specific. • Thankfully, none of what you've done involves a "rig". You've merely skin weighted your character. This is not "rigging". Skin weighting…
Words are hard, so I'll keep this short. Found a tutorial on a tactical combat game I THINK might be cool for the foundation of a sort of tactical RPG. It's a really rough thought at the moment, but I imagine it somewhere on a spectrum between Fallout and Tales of Symphonia. And uh... I'll spare yawl the assorted jumble of…
Or you can do it with nodes. Note that the first 2 lines are unpacking the normal maps from 0-1 space to their proper range for this procedure, so you'll want to translate that for use with your existing assets. So your base normal will need its blue channel doubled. so multiply it with a vector 3 set to (1,1,2) The detail…
You can either use expressions or connect attribute nodes directly. Maya is all node based, so just because something is a geometry or NURBS node doesn't mean it can't be fed into a shader node. If you select a polygon or NURBS object in your main window and open the Hypershade window, and select Graph > Input and Output…