Are you using a scene capture cube? I remember one time I was using one to capture the scene to make a cube map. I started having real fps issues after, and later I realised by default this captures the scene every frame by default.
If you plan on using this mask to change the colors dynamically, you should make sure the part that's supposed to be dynamic is white on your diffuse by default, so that you can easily multiply any color in the shader, don't export it with a default color already set up.
Update: It's been a little a while since I've last posted, but I'm just saying that I'm still alive. Progress has been significantly hindered by catching up with social interaction during break (and seems to only become worse with Independence Day coming up.) Nevertheless, the show must go on! I've taken your guys' advice…
Baron Haussmann 0.4 demo Hello everyone, I want to share this Cryengine project with you. It is in progress, I do it in my free time. The purpose of this small demo is to show the SVOTI feature of the CRYENGINE. Keep in mind that it is an early version of the system, and early version of the demo. SVOTI means Sparse Voxel…
hey guys I'm planning to make some new healing wards for Juggernaut but one thing I couldn't find is the healing ward's technical requirements. Does anyone know what is the triangles and texture limit? P.S. I extracted the default ward and Kuur-Ishiminari ward. The default one had 3366 tris and Kuur-Ishiminari had 1231.…
I think you can change it back to its default settings by going into the world properties menu. Change the PIE mode to deathmatch or something like that. Save and then reload. It should bring back the default character and stuff then just remove the HUD and weapon to get a nice view
Sure I'll do a video on a small piece once I am done with this. I use the default tools in Max2009/2010, the ChuggnutUVtools script (which I think is not needed anymore if one is using a newer version of Max), and Roadkill. If it was in Maya : just the default tools and Roadkill.
The easiest way for Relic to do this is to remove all decals by default and then add to all players an item with Relic's default decals which they can choose to put in the decal slot or leave empty. Seriously, now that I think about it this is what Relic should do. It's so simple.
Just came across this issue while using 2011, yeah old I know. Issue was solved by doob's solution of hitting Default View found in: Viewport Window (persp in my case)> View> Default View Worked for me so I'm happy. Thanks doob!!!
Hey Polycount! :) This is my first skin shading test on UE, liking it so far :) It's just a rough WIP in the default scene and default lighting, but wantet to share with you. There is more of this character in my art station. If you like it check it out. https://www.artstation.com/artist/stabile