Documentation of Bump Offset function: https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/HowTo/BumpOffset/ Documentation of Material Nodes: https://docs.unrealengine.com/4.26/en-US/Resources/ContentExamples/MaterialNodes/ Normal takes normal map input! To get a normal map either convert your heightmap…
Hey Polycounters! Lately I had to do a lot of UV work and I'm not quite satisfied with my workflow. Usually I start with making my cuts and sews and then unfolding the model. If needed, I fix some shells and then let Maya Layout the whole thing. DONE. But at this point I've ran into 2 problems: * If I am working with…
I'll also include the #define section of the docs here, its a good place to explain it. All major features of the Marmoset shaders can be enabled or disabled using preprocessor variables. This way all code can be in one function with no duplication, and entire blocks of instructions can be turned on or off at the beginning…
Yeah but see how you lose details with the gaussian blur, that are still here with crazybump. EQ, I wasn't expecting a one click function. You have to admit that ndo does a very good job at extracting a normal from a pic, and it only uses photoshop functions. To me, photoshop has probably what it requires (basic functions)…
If you click on the background/canvas the junction check marks will disappear. Click on a junction to keep drawing. Press 'A' to see a preview of the new topology to check the integrity of the mesh. Hold shift and click on a junction to draw from that point.
Hey guys, i'm trying to make an instant hit weapon do specific area damage on a spawned pawn(CH_IronGuard_Male.Mesh.SK_CH_IronGuard_MaleA) with some physic assets (SK_CH_Corrupt_Male_Physics). If i enter ShowCollisions in the console i can see the physics assets and that he already comes with cylindrical collider that was…
No sir, a light map is when you bake the light effect on to your model. It's similar to baking Ambient Occlusion however, what I was suggesting was to place a light similar to the color of your glow map, bake it on a white texture, and multiply it to your texture. Here is polycounts Tutorial on light maps:…
Oh, let me reformulate that - those games are just inspiration, in how they have common traits for their characters, but still show their different functions and specialties in the game. You'd make a fictional game (I'm imagining an Action RPG, because that's a flexible genre). So, for example, if you go for a standard…
Hey Dustinmaertz, I'd say you're off to a good start. Here's some crit: I have no idea where I'm supposed to look. There is no focal point. My eye goes straight to the brightest point, which is the door with the strong blue emissive. If you want that as your focal point, you'd need to shift your camera so that it's in one…
I am currently in the market for a new Games Industry job as an Environment Artist. One studio that I have applied to has given me an art test with the expression that I could show the work in my portfolio in any way that I want. I am going to post updates on it here as I go. To summarize the test, it is a fully lit sci-fi…