Dear Polycount dudes and dudettes, I am currently trying to find my way into the industry as a look-dev artist and for my next project I would like to pick an object and try to match it as closely as possible to the real-world references. My struggle is that I am not sure what object to pick, that will have a decent amount…
Hey guys, I'm working on a lighthouse scene and getting ready to show it off. However, i'm running into this technical issue with my grass and stone pathways on the terrain floor. I've attached a few screenshots of the problem i'm having. This has happened in both the May, June and July version of the UDK. As you can…
if Verm can pimp his game here well then so can I! the gallery Anyway, i've released Alpha 3 WIP. The art isn't too polished (still early) though and the maps are very crap atm because I converted them (with permission) in QuArK, but it's turning out okay so far and it's quite playable. Basically the idea is to remake Q3A…
Hi. I am getting "--Type error: Call needs function or class, got: 100.0", when I am trying to use my sript which should write opacity parameters of selected texture in file. I don't know what I should write to make it work correctly. local found = 0 local objMat = selection[1].mat for i = 1 to meditMaterials.count where…
You'd get the same in a game engine with low res normal maps that contain heavy gradients like the one shown. The reason why you see triangulation in very low resolution normal map here, is because there aren't enough pixels in those gradients to compensate for the shading on the low poly model. It wouldn't matter where…
I understand it perfectly. Someone thinks it's acceptable to sell five levels that contain no new assets, three of which are direct ports from the previous title without modification, for an additional 1/3rd the price of the product - then do it four times in one year. The gross revenue from Call of Duty map packs in the…
Hmm. That photoshop trick is interesting, but after doing some quick tests, it seems the issue(s) seen without "Blend RGB Colors Using Gamma" checked are only really very noteworthy if you're blending starkly different colors with a very soft brush. If I'm using a soft brush to blend anything, it's probably blending a…
Much better normal map. Creating an 100% accurate roughness is impossible unless you have real scanned data (like Quixel uses). But from what i have gathered from the megascans samples you get in DDO, bricks should have a median of around 29. To check this go to Window, then Histogram and choose luminosity in the channels…
@gnoop - this is what I've been asked to pass along: Q: What modifications must be made to a Megascans asset to permit reselling? A: Is the target customer an isolated client, or an online marketplace? Marketplace: - Surfaces: Content must be predominantly made from original non-Megascans source material. (Example: a…
Here's an update. I brought the assets into Unity. I'd like to aim for a Dead Trigger 2 level of quality. Looks like a very high res PS2 game with nice AA, some normals and special effects like reflections, etc. I can't seem to get lightmapping to work. I brought the entire project into Unity as one asset. Might that have…