Thanks! Yeah. Maya is so alien to me right now. I'm still getting used to navigating the viewport! Right now I'm in the process of setting up a custom drop down menu which I'm going to assign some mel script buttons inside of that take the selected and apply them to certain layers in my scene. Maya seems to have a lot of…
As I mentioned, it's an error in DDO currently. I haven't run into it with 2.0 yet, so Quixel has fixed it - at least, that's what it looks like so far! :) A temporary workaround for now: Create a new project with the same input maps (just to speed this process up) and duplicate that Normal Scaler layer into the top of…
if I want to create a paint layer underneath the current one, am I correct in thinking you have to export the current layer, delete it, create a new layer, and then import the first layer?
Sorry, I haven't touched UDK since last December. Have you created the layers in the Landscape itself? The layer names in the Layer Blend node need to match the layer names in the Landscape itself.
Layers: Nothing breaks, it just gets out of sync with the main file. For example, if you reorganize your rig file into all new layers. When you open your animation file, all the objects will be in the old layers, and the new layers will be empty. I'm sure this is a bug that will get fixed eventually. Reparenting: This is a…
About your workflow. One of my biggest pet peeves working in the game industry is getting a hold of a texture someone else worked on, and having layers erased, or painted on and collapsed, etc. The BIGGEST thing for me is non-destructibility. Instead of using the erase or delete keys, ALWAYS use layer masks. Instead of…
Problem solved! See UEanswerhub for more details: https://answers.unrealengine.com/questions/195802/ue4-landscape-height-blend.html Summary if anyone else run into problems trying to get landscape height-blend with tessellation to work: Some of the fixes i applied that made it work : - Enable tessellation, add Flat…
Ok busy wrapping up this project, had given up the ghost trying to follow my brief I'd initially penned when Brawl2 kicked off back in May. Anyway so just in the last three wks decided to pivot across making a 3D concept....well sort of, that seems like currently it's predominately morphed into something else entirely but…
what's the sphere technique? anyway for a project like this i'd recommend to look beyond the usual poly hair techniques and rather to have a look at polyshells they way they were used on the fur on shadow of the colossus. (www.ninjadodo.net/temp/making_of_sotc.pdf) it would require creating the textures from tiny tiling…