The problem is that the deformers are designed for animation and rigging, and that stuff doesn't work on instanced geometry. However a work around could be when you create the instanced geometry tell it to create a new group, not a parent. Then apply the deformer to the original mesh, and the new group it created.
Your library should consist of whatever you've created, or whatever you need to do your art, yeah? The only library of stuff I have is materials I've created, but honestly, I just create new materials whenever I'm texturing.
Also creates artifacts. Just use this rule : "Use trial and error, plus logic, to come up with a reasonable amount of geometry. Moar" Test stuff. Just do things to learn. It's cg... you can create and delete, create and delete and so on.
Has anyone tried to create a foliage shader in UE4? I was trying to re-create one from UDK to UE4 and they do not have custom lighting in the material editor. Any idea on how I could create a realistic foliage shader without it?
I would like to get back into creating 3D print for personal hobby. I created a few for clients but can not show on forums. Here's my last go. Created in Zbrush - Printed by a pro 3D printer I corresponded with in MN USA:
Here is where we're at so far with the floor: In order to create the new floor texture I re-used the previous floor bricks from my other floor experiments and brought them into ZBrush to create a new tiling texture. I also used the bricks to create a version of the texture that was completely broken and cracked since I…