So these assets are much more expensive at runtime then traditional modelling. That is the tradeoff for the freedom of not having to make a high poly model and deal with baking and whatnot. Your vert count and shader cost will be substantially more expensive then a standard high->low bake method. You have lots of material…
here it is my item, hope you guys appreciate the effort :D I overpassed my record of 100 mask tests, this one got over 200 http://steamcommunity.com/sharedfiles/filedetails/?id=197789035 let me know if the ws submission respects the requests thank you!
Looks like you didn't set up the material properly - use a Standard 3dsmax material, plug a Normal map node in your Bump slot, increase the value to 100%, then plug your baked map in your Normal Map node. Then remember to enable Show materials with textures and with hardware shading (or realistic, not sure how it's called…
Question about how cryengine "white levels"? I've notice I have to change a shaders' diffuse color to sometihng like 128 otherwise it'll be overblown / washed out. When I load the default test map level, I see all their assets are perfect & the shaders' diffuse are 100% white. Anything like a global light probe level…
keep in mind that preserve curves can not be %100 precise in all cases. turn off preserve curvature to add linear edge loops without distortion. but then you'll come across another issue that is one of the essentials of subd modeling. for more subd modeling questions and answers I suggest this thread:…
Here is a filter to convert baseColor/Metallic/roughness to Vray/Corona/Redshift/Arnold This filter is now by default in SD library (search for PBR converter). Limitations: - in Vray/Corona the fresnel is colored, it's not in SD - a 100% black metal renders black/no reflection in Vray/Corona, in SD the fresnel is still…
Hi Okt, here is a function doing the job. Works with Editable Poly and Mesh. Gets an object and an array of Point3 and clones the source to specified positions, then attaches them to the source. You may want to look to this thread discussing how to speed up attachment of a large number of objects. function cloneNodesToPos…
I managed to make all the changes I wanted but I still have a piece of code to correct. Currently if you select a bone in the viewport, the popup Skintools don't follow. You have to select the bone in Skintool's list to change the weight of a vertex. I'm looking since yesterday, but I feel that it's beyond my capacity with…
Update from me all the pieces are in place time to start texturing i just started the floor. Can someone show me what their material looks like inside of UDK i have always had a hard time with material definition What size lightmap resolution is everyone using ? Im aroudn 128-256 for the walls and ceiling pieces but they…