People generally dont use substance live in engine because it's incredibly slow. There are cases where it's used as a preprocessor to generate content at install or whatever though. You're sort of on the right lines with your thinking. if you have a fully layered material system you can output hundreds of basic materials…
I've put a good 4 hours into it so far. Personally, the difference between the premium and standard models isn't that big of a deal, and barely noticeable - expect you lose the cockpit view which is a bummer. but you really expect 1000+ cockpits? hell no. Some weird graphic bugs I'm surprised they left in (i.e. bad…
Yes there is! When we were texturing this high-poly mesh, we used a curvature map that was created from an Object Space Normal: This was an experimental process, but the current workflow looks like this: 1) Apply the Surface Blur filter on the Object Space Normal in Photoshop with a 16-48 pixel radius 2) Open xNormal and…
Crazy pixel: thanks dude! Noren: yea, I know what you mean about the side view. I'm still not happy with it either. I think the point you bring up about the side ref not matching is a good one. I'm thinking I will move away from the side ref some and just try to make it more aesthetically pleasing. I'll probably use some…
Thanks everyone for your input. I already have a second monitor 1080p that I use with my laptop atm. I'll look into on of the korean ones. A few questions. Zac looking at your build, you didn't include a cooler, is that intended? I added a sound card too (or is this not needed?), on the low end. I swapped the 256 SSD with…
Basically yeah - An albedo (or albedoM as quixel calls it) texture using the metalness workflow stores the metal parts (as defined in the metalness map) specular information within the albedo. No albedo information for metals is needed, as they don't absorb light, so instead of wasting all that texture space with pure…
@Quack! (problem) is, the cockpit is splited into 5 meshes. maybe I will import the masked planes as one unique mesh and not just put it into different material id slot. But result will be same, isnt it? @Obscura maybe NOOB QUESTION INCOMING haha :D how exactly will work this alpha mask? you say they will be " completely…
The knobs are in the code for that game type. You need to make your own empty game type. Messing with the install of another game type makes things not good. You can use UnCodeX to make things easier for a game type , then edit a couple of ini's and select the new gametype in the pulldown. You can start putting things back…
Your UV map could probably be done better with overlapping shells to provide more pixel information to the mesh. Remember overlapping shells need to be offset out of the 0-1 region. Anyway, from what I can see you haven't smoothed the normals on your low poly there, in maya under the polygon menu's there is one called…
My UDK is going to poop for some reason (I need to re-install the OS anyways). Buy my idea was to take the render to texture and for each direction of a the blur (I guess 8, or however many samples you want) shift the image over a few pixels, then take the result of each shift and LERP them together with 50% alpha so if…