Is it possible to have a dynamic minimap in the game?if so how? I have a 3 story building which can be navigated through stairs and i want the minimap to correspond to that story's map so when the player reaches for example the 2nd story it dynamically changes to that story's minimap.
I am trying to instance a substance with blueprints and the new instance would change a specified parameter in the substance. An example would be a box with a grunge overlay. Each new box the substance would random seed the grunge through blueprint. Any help on this would be greatly appreciated.
does anyone know where to find a lot of human references, preferably of varying ages, sexes and shapes. googling only gives fineart.sk which isnt very good. what do people here use, if you going to make a old woman for example?
Hey to all, I was wondering how would someone go about setting up an explosion with Smoke and Dust in Max? Is there a simple way? Also, how would one go about achieving said example in a different case: http://www.cartoonsolutions.com/images/smoke/explo_final.jpg
I just want to know how to cut something using an object, for example placing a sphere inside a cube then cuttting it so that the sphere removes the part of the square. Does anyone know how to do this or what it is called? I am using Blender. Many Thanks Oli
Does anyone know how to modify the button placement in Editable_poly and edit_poly? I imagine some ini or similar files need to be modified as I have never been able to figure out a way to do this from within max itself. Example:
Hey guys, I was just passing by to know if any of you knew of a way to join either an image or vídeo with 3D. The objective was to create something somewhat similar to this but with a character, for example. I'm currently learning the following softwares Blender, Zbrush and UE4. Thanks in advance
Does anyone know if UE5 is planning to add colored specular instead of metalness at some point? How do you achieve AO dirt on metal for example in the metalness workflow? As far as I can tell this always results in some sort of washed-out values instead of dark AO dirt. I just don't understand why the colored specular PBR…
Looking better! On a next stage I would advice to sync with some references. For example a banana: As for SSS you can try to render few passes with a different light/surface parameters and then compose it in photoshop
well looks fine for thoise simple sheet wrapping aorund balls, but I wonder how it will deal with a jacket for example. hope you get a nice looking bunch of creases. have to wait and see