Errors that either dont exist or I dont understand ^^;; Im following along with tutorials sent to me by a previous college instructor. To help with my learning he basically told me to just copy what I see him doing (Im learning disabled). I completed two different files (MyGameType.uc and MyGameHUD.uc). The first file…
This is my brother's tutorial, made several years ago. It's using an old version of Xnormal so be aware that a lot of the settings used no longer produce the same results. Also, I've heard some people have grievances on this type of "ambient occlusion." Typical AO maps I see don't make much use of a ground plane. Most…
so the concept for this has totally changed , it will now have floating armor on a humanoid body and have two sortof spike gauntlets that can shoot energy out of them, and also for the super shot they clamp together and the floating armor clamps over it to keep them together.. my friend word made this Very Rough Sketch…
[ QUOTE ] You modeled alot of the high poly into the mesh.. You could of just rammed alot of that geometry into the other instead of cutting it in and some you could of floated on top or used a height map to do it. Why did you choose to model it in? [/ QUOTE ] The pistol is really the only model that has blatant examples…
Hey guys, I'm having a weird problem with a code. Actually code itself runs and works well. But when I try to put it in a procedure, it says "undeclared variable" about a variable that I only declare and use in that procedure. Here is the code: (it is the $selVerts variable in tokenize row that it says undeclared. and also…
I've searched the normal mapping thread and i didnt find this tip so I thought I'd post it here. If you are rendering with mental ray there is a superb time saving feature called 'Round Corners'. Basically any hard edges the shader sees are automatically 'beveled' using a bump mapping trick. The cool thing about this is…
It is my first time posting any thread on polycount, hello to all. I recently started studying on UE4 blueprint, and just wanted to share my progression on creating a project with blueprints. Since I have no experience, any tips or help would be nice. So first off, I would like to make a mockup/ list on what I plan to do.…
Hi all, Newly registered to the forum, so a proper noob in every sense of the word. The thing that got me to register are the challenges set on the forum based on concept art. As an aspiring 3d artist I have been dabbling into the fine arts and teaching myself, slowly but surely, how to model basic geometry and how to…
Thanks a lot for the good read, guys. This has been a very helpful thread. I'd like to share what I have learned from it - and this is mostly aimed at people who are writing FX shaders for the Max viewport: The standard way (the method that I have used and many others) to create a normal vector from a tangent space normal…
Alright, Here is what I am doing... 1: In Generic Browser; File/New; Name: Cube_Test, Factory: RenderToTextureCube, Width: 512. 2: In Generic Browser; Actor Classes: Actor / SceneCaptureActor / SceneCaptureCubeMapActor. 3: Rclick the floor in my scene where I want the Actor, Add: SceneCaptureCubeMapActor. 4: Move the…