To constrain a custom projectile on a particular plane, enter a value of 1 to the appropriate "Plane Constraint Normal" field as seen below. This is located in the "Projectile Component" for Blueprints.
Tuesday, August 26, 2014
Wednesday, July 2, 2014
Grass Tests
Did some work tonight working on a general foliage shader. Following the fantastic work done over on the forums here.
Next step will be some more detailed textures and throw in some wind!
Thursday, June 26, 2014
1st try at Physically Based Shader
Used an old pot model I had and quickly generated PBR maps in Quixel's Ddo. Amazed at how fast it was - probably took 10 minutes total and I've never used it before.
I'd say it generated decent results on default settings. Would definitely benefit from some better lighting though...
Wednesday, January 29, 2014
Frozen Smoothing Groups in 3DS Max
I've had a long time issue with smoothing groups becoming uneditable for various reasons in 3DS Max. Finally came across an easy solution in This thread over at Game Artisans.
Turns out, simply converting the mesh to "editable patch" then back to poly/mesh resets smoothing goups. Hoorah!
Turns out, simply converting the mesh to "editable patch" then back to poly/mesh resets smoothing goups. Hoorah!
Friday, April 19, 2013
More Work on Polycount Noob Challenge 06
Just started placing objects in UDK and getting the preliminary textures worked out:
And my prelim diffuse sheet:
Thursday, April 11, 2013
Polycount Monthly Noob Challenge 06!
Just finished the blockout for the Monthly Noob Challenge over at Polycount. Scene is mostly blocked in and ready to start uv's and ZBrushing the high poly bits. Lot's left to do!
Modeled after original concept art compliments of the Deus Ex: Human Revolution team:
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