These are the maps you can use for a regular material: Some are greyed out because due to the shader used. Specular in UE4 is not specular as it appears in other engines/renderers. It only allows for non-colored specular between 0% and 0.8%, represented as a 0-1 range, with a default of 0.5 which is 4% reflection: The…
Ok got it. Easier than I expected. 1. Click your main root control and go to Modify - > Add Attribute 2. Put the long name to Factor 3. For minimum put -10, max to 10 and default to 0 4. A factor attribute should show up in the channel editor 5. So now we need to link the factor on the main root to the factor in the squash…
I'll make an example that hopefully clarifies what is happening: For simplicity, your timeline is linear going from zero to one in one second. Let's assume you have 4 frames per second, the rotation values you get from your timeline will be: 0.25, 0.5, 0.75 and 1.0 add them all together and you get a total of 2.5. Let's…
Box looks okay, but the red might be a bit to much, if you are going for a bit of a worn one/scuffed, it's probably a bit older, might have discolored a bit. And maybe a bit of a deeper red with some discoloration towards the pinks/purples. yours seems a bit to "orange".…
The shading seems to be the easiest part, it looks like they're using more shading steps than the Guilty Gear Xrd method, which uses only 2 steps (lit or unlit). You can see it on the orange vest there how it has 4 steps, and there's some smoothing on it too? On Guilty Gear Xrd they used the step shader instruction as a…
Hello! I am new to polycount but not new in computer graphics! I am currently working on a mars project and already have some amazing results. There are a couple of things however that I miss and really would love to hear some insights of other game dev proffs. I want to rebuild this scene:…
Back in October 2014 I worked on a Sven set but the files provided by valve had some errors with the scale and pose. Thankfully hayes87 provided me with a decompiled version back then. Now here I am again working on a new set for Sven. While valve's files are still outdated, the old decompiled files seem to be ok. At least…
I think I was able to resolve my issue with forgetting to reset X-Forms before skinning by saving and re-importing the vertex weights once reseted. Thread here: http://www.polycount.com/forum/showthread.php?p=2180892 While the rig seems to work the scale of the imported meshes is still wrong. Just did a quick thest with…
Hello, I am new here and I have been working on a FPS puzzle game in UDK. I needed to make a Boiling fog effect (either using cascade or materials) to fill the empty spaces as a requirement of our game. The reference for those would be : www.youtube.com/watch?v=YEiYWHcgNqE (Refer to the center part of it at 0:11) And…
Here follows a list of UK Developers, mostly console and mobile games but theres a few interactive tv and slot machine companies as well. I've left out audio companies and places that produce tools etc as Im trying to list places for Polycounters to get work. So I'd like your help in filling in the gaps. If you know of any…