bent normals will work at any resolution - assuming you have the texture resolution to support it. you wont get sharp shadows though. you can certainly use POM in a triplanar mapped material but you're looking at a fuckload (technical term) of texture samples - tessellation would probably be cheaper I'm not sure if the…
so I still wasn't too happy with the logitech drivers. uninstalled everyhitng, then used the default windows drivers. seems passable now EDIT working great now. reinstalled the drivers 3 times and it works properly. previously at 1600 DPI it would just spin around, but now at that speed it runs normally Like how you can…
Eric Chadwick Thank you for your advice! I tried. I couldn't solve it. carvuliero ngon master Thank you for your advice! I want the cloth to be the front side (Blur) and the back side (red). The cloak was made with [extrude]. The front and back topologies match. [default transfer weights using distance as way of…
Nativization: https://docs.unrealengine.com/en-US/Engine/Blueprints/TechnicalGuide/NativizingBlueprints/index.html Performance comparisons: https://www.youtube.com/watch?v=8gVixDglpQ4 You can see that the nativized blueprints are almost identical to the ones that were made in c++ by default. I would say this is too early…
This one. Those were dark days. Monster I will give it a shot now. I did it and of course it is working... I know exactly what. Saving from PSD/Flattened PSD to TGA the Alpha Channels option is checked. Saving from non-flattened PNG to TGA the Alpha Channels option is checked as well, but.. Saving from flattened PNG to TGA…
Hmm, strange. The quad tool disable this setting (and enable it back if it was on by default). I have other users that tested the script and didn't have a problem with this system... To be honest I don't see why you had to do it manually. I will investigate further is other users report the same problem... Yep, that…
change your renderer from Maya Software to Mental Ray and in the quality settings you can lower the Sampling. your textures are probably blurring from the Filter setting in the texture sample. Go to the texture file in Maya - Effects - Filter (default is 1.0) change to 0.0 and it will disable any blurring on your texture.…
So here is another update. I have been working on the second floor meshes. It is looking like I am going to have to do some legitimate lighting soon. All of the small columns (the shrunken versions of the large ones on ground level) are placeholder for another one that I haven't baked out yet. I changed UDKs default FOV…
Yeah, it ain't the prettiest. Don't think I can change it. According to Ipackthat, there was only 17% wasted space. I thought that was pretty impressive. Yeah, that makes perfect sense. I was careful to avoid scaling like that. The padding between shells is 16 pixels at the moment, the default in Ipackthat. I might lower…
If you don't care that all your textures look like the default dDo presets, then yes, dDo is really fast and good. The huge amount of presets it comes with are really the biggest selling point in my mind. I haven't used 2.0 yet but if there isn't an expanded ability to create your own material presets and more impotrantly…