Question for all texturing artists I'm trying to figure out how to figure out of to calculate pixel in my uvs. I'm want to do this so when uving I can figure out how far my shells need to be apart when I bleed textures.(in maya)
I have a problem with specular lights breaking up at a mirrored UV seam in UE4. Is it possible to fix this without having to use/bake normal maps?? I have tried to both off set and mirror the UV shell but with no luck...
@gnixon17 No plans on selling this on a store like the Unreal Marketplace. But Id sell it for a flat rate, 100%. Polycounts are not too crazy, rocks sit around 500-2000. foliage is 100-1000. I still plan on making it game ready. LODs, and the whole fixin. I want to make a large forest, much bigger than these screens imply,…
I hear ya, d1ver. By the way, your English is seriously impressive, and you're obviously a pretty damn educated and smart individual. Don't sell yourself short on the value of that. I've never served in the military, but I have looked down the sights on a rifle at another human being. Fortunately it didn't escalate past…
Hey Rogelio! Been a long time away from critique, and lighting in general, so I'm gonna dip my toes in gently. Now, let's get one thing straight - I love black! Contrast is rad, but there's a bit too much here. I think before you start working with practical sources, it might be to your benefit to establish your…
Unity 5 free + Free or a flat fee + Much ower costs after you release a successful product - Source code and access to beta versions aren't free - Free version isn't for schools or any commercial entity making $100k+ a year - Additional features cost you or force you to get a pro license - $900 a year x number of employees…
well I worked my way through the Area threads of autodesk and it seems that by default it is not that easy to disable it (or not possible). THe reason for that is some .NET 4 stuff that does not allow to switch or alter font things - or something like that. Josef Wienerroither writes: But there is a hacky way…
Thanks. That was exactly the issue. Strange thing - After copying the uvs from one set into another, if I then delete the original set that was copied, those same uv shells in the target uv set disappear too. ¯\_(ツ)_/¯
I am new to this too , but I am finding floating separated panels sufficent if I put well the edge loops etc and adding a shell modifier on each peace prevents the "see throught gaps" effect.
Agreed, here's what I've gotten since the last post. I'm pretty happy with it, especially the energy "swelling" across the mesh. https://vimeo.com/56407766 I'd be happy to hear any suggestions on how to make it better!