Hey guys, Couldn't really sum up what I was trying to convey in the title so here goes. I simply want to vertex paint normal detail in to areas of my mesh. I'm not sure if this is possible in Cryengine but thought I'd ask. Basically I have done this in the past in UDK with a lerp and blend the normal based off a vertex…
Pretty much everything is wrong with your model. I recommend you to watch carefuly this video, which is the best summ up on normal maps i've seen. https://www.youtube.com/watch?v=OONQzKcWeMY modeling : You probably just need a simple cylinder for that, because your hp have little relief. But then you'll have to chamfer…
Title sums it up but I'll elaborate. I just recently was given the opportunity to fulfill what has been in the back of my mind as a daydream. I'm now working alongside seriously bad ass artists with what feels like an objectively far higher level of skill and quality in their work. I'm super happy but also kind of freaking…
Hello I am currently creating a level in UDK that has a majority of the level consisting of foliage. the problem I am running into is that the lighting builds are taking an excessively long time. I have narrowed it down to the foliage being the main problem. Through my research to fix the problem it was mentioned that I…
Hi guys, so this is my side of my senior thesis. The in game images are in Unreal Engine 4. I worked with three other guys and they should be posting their stuff up soon as well. We're still finishing it up so there might be more things we can share later on as well. The shortest way to sum up this project is: Alternate…
The Polygon review's being received poorly by Alien fans but they do a good job summing up their frustrations. The combination of: * Alien can appear any time, unpredictably * Long gap between save points * Once you start an action, it's very long to cancel paints a picture of the kind of frustration I'd hate to put up…
Thanks everyone for the feedback! Warm lighting it is then! @Finnn good point :) ! I will definitely try adding a fractal sum to the roughness. I did that for my previous cobblestone texture and it had a huge effect. Meanwhile I experimented with adding a faucet to the scene. As much as I like the idea of having some…
@JohnnyCrespo - Thanks a bunch, mate. I'll continue to learn and grow. I can promise that. @RexM - Hey bud, I'm doing great. Thanks for asking. I hope all is good on your corner. Thanks alot for your comments, and you did a great job of summing up my stance and feelings about this project. I also really appreciate the…
While smartphones are pretty liekley to replace the handheld market (DS, PSP, etc) if they haven't already, the concole market is a completely different experience from mobile gaming which draws it's audience for differrnet reasons alltogether. I feel like this quote from the post sums it up pretty well: To add to that…
Tags { "RenderType"="Opaque" } might be part of the answer, everything not opaque should be drawn after the opaque meshes. Try 'Tags { "RenderType"="Transparent" }' instead and use the 'ZWrite Off' flag and proper blending. to sum it all: http://unity3d.com/support/documentation/Components/SL-CullAndDepth.html…