updated the rock generator to use the mountain noise and a new node for fixing inverted geometry from that. Was able to get a HP and LP version of the rocks. want to set up the auto map baker in there too
UE4 Master Blend Shader
Made a RGB vert color master 3 channel blend shader in UE4.
Base / Red / Green, Full shader Channels
Color tint for each channel
Height based blending
Vertex color or Mask driven blends for channels
detail Normal / AO / Diffuse overlay function
Wetness override for Blue channel with diffuse porosity functionality
(WIP) Houdini Edge Damage
While Working on the Rock Generator i started to create an Edge Damage Utility and thought it would be useful for more than just rocks so i’m testing it on some stairs.
showing off the intensity and spread adjustment i built in.
(WIP) Houdini Rock Generator 01
Learning Some Houdini Finally. First Project: Rock generator.
100% procedural, random attributes via time slider to get variation quickly.
Same base shape as above, but plugged into a worley mountain noise, instead of cutting with spawn shapes and bools.
UE4 Pipe Tool
made a spline generated pipe tool in ue4 to help a friend build a level quickly. used this as a base for the catwalk spline tool.
(WIP) Bust: shader tests
(WIP) Bust: rig and blend shape tests
(WIP) Bust: texture tests
Testing the corona skin shader with my skin color map painted in substance
(WIP) Bust: details sculpt
(WIP) Weapon Reaload
Friend needed a reload animation so i opened up ue4 A.R.T. and did a rough place holder for them.
(WIP) Building Tile Constructor
Had some modular building parts and had a quick idea i wanted to try out.
(WIP) Bust: Base shape
(WIP) Medieval Camp: Lighting
Playing With Lighting And Cameras
(WIP) Medieval Camp: base metal shader
Working on a Substance Designer Node to convert maps for easy use in Corona Renderer
(WIP) Medieval Camp: chainmail coif
First pass working with chainmail using marvelous designer, zbrush nanomesh, and maya
(WIP) Medieval Camp: spangenhelm texture/shader
Working on some grunge with substance painter and Arnold blend shaders