- Unreal Engine
D3K17 wrote:Ah, interesting. We would love to try that out. Also any material you would deem fit to helping better / improve workflow from either MARI or ZBrush to AT2 would help tons. We would like to get the absolute most of the plugin and what it has to offer.
D3K17 wrote:Sure! We are still a bit far from initial pre-alpha, but I could show you a test scene I have been working on using AT2, it amazing how much detail we have been able to pack in with the help of AT2. We really stepped it up when we found this plugin. I actually had skimmed over it a year ago (as we also own Motion and Color) but I didn't understand it or saw the benefits for our project. I think I was also too confused about what was AT1 and the new up and coming AT2. After upgrading the quality of the game and revisiting our options to continue to have a smooth running experience, I realized what a grave oversight I made. Funny part was - I am actually a huge fan of John Carmack, RAGE and the MegaTexturing system they used.
How can I contact you? Truly thank you for offering this amazing piece of tech.
D3K17 wrote:After a bit more testing, we realized our emissive maps aren't lining up quite right on the patches as all the other maps do. Do you have any clue as to why that is happening?
Also is it possible to port a shader to work with AT2? If so what are the procedures involved in doing that?
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