I'm working on this project for my portfolio that shows my knowledge as an environment/ prop artist at creating current gen artwork. My primary goal with this project is to learn UDK as well as improving my work and my portfolio. Concept: In a small town in New England, hidden by old dense forest, tourist who visit the…
holes? you can also mask the hole areas and put a completely black material on it, i use the claybuild brush and MRGB option and click the fill color option to do this, should solve it, also looks like holes to me if they are not just my 1st thought.
Hi guys, I got to the vertex paint stage in my level and I am confused how to go about this issue. I am trying to create fake height difference between my top layer (wallpaper) and bottom layer (plaster). I am still learning unreal so figuring this out seems like black magic. This is what I got so far, (the mask for the…
Just for #fun and for #Halloween I #3dprint my #Steampunk Royal #Penguin #mask made with #ZBrush #Keyshot render with #Keyshot #3d #3dart #3dartist #3dgameart #costume #cosplay #costume #batman #darkknight #victorian #hardsurface #comics #3dmodel #3dsculpt #3dsculpture #comiccom #comicbooks
The hedge mesh: - Create a box with a few segments in it, 3x2x2, relax it so it softens up and drop a noise modifier on it to twist it around a little. Don't collapse the stack just yet, you can change the noise parameters to alter the hedges slightly. You can do the odd shaping by hand, I'm just lazy and like automation.…
Dynamic sky materials are partly procedural. The easiest method is to have a few masks for stars, sun, moon etc. Atmosphere gradient can be done with masking out a channel of the UV texture coordinate, that would give you "from top to bottom gradient" that you can color with a lerp. The sky hemisphere mesh should have 2…
There is one in Germany. :3 EDIT: On the serious note: According to the studies of Science and Technology Houmids or Primus came about 1 billion years ago and there were science studies we find today that proves that we are all from that race through the generation and time as human form finally took shape about 5-10…
This might be a dumb question but, is applying vertex colors and then baking that out as a mask not more work than just hand painting a mask in photoshop / texturing app? Seems like just hand paint and then spend five minutes with blur brush would give all the precision?
It's a case of "it depends". Here on UE5 Manny (top), the transition from soft parts to hard panels is continious, achieved with a very precise placement of loops perfectly following the transition (and therefore also dictating the ID/texturing mask, which ends up being nearly per-polygon hence very clean and robust). Yet…
Short answer:Nope Elaborate answer: When I was in the situation I wanted the same setup in between different projects, I often duplicate my mari scene (when you 1st open mari, right click on your project and duplicate / rename it), then I open the new one, and import the new object as an object version. I then remove the…