Stop using the if() node

I admit, that title is a bit misleading. Too many time I see people using the “if()” node in UDK/UE4 for some specific use case while there are other way to avoid the if() node and therefore its cost. (All my tests and comparisons were made with the UE4 4.12.3 and an NVIDIA GPU.) The cost Branching on modern hardware has less impact that a few years ago, but if it can be avoided by some simple math it’s oftenRead more

Making Maya faster again to exit/quit

As a long time user of Maya 2013 it pains me to see that while Maya 2015 (but also 2016/2017) looks great on the feature list, it is bothered with a lot of little lags or big slowdowns. One of the most common being the long time necessary to close Maya 2015 (an issue that have been discussed here for example). Closing maya quickly The trick is a bit dirty, but it does the job. The reason why Maya 2016Read more

Face Skin in Substance Painter

I wanted to share my method for painting somewhat realistic skin in Substance Painter. It’s far from perfect but it gives good result when rendered in Real-time with the Unreal Engine 4. Following is the step by step process (more or less). 🙂 Note that this tutorial was based on Substance Painter 2.1. Baking First step before starting to paint is to setup your additional maps (baked textures) in Substance Painter. I mostly use the default baking settings as theyRead more

[Breakdown] Assassin’s Creed II

This article is a reprint of the original I wrote in February 2013 for MapCore, you can read the original version over here. ———————————– The following breakdown is based on my own guesses and how I understand the game from the textures and meshes I have watched. I can’t tell you exactly if I’m right or wrong since I’m not a developer of the game. However, I believe I’m rational enough to think that most of what I say is close toRead more

Summary of 2015

I have been more busy that I would have thought in the first place. I’m a bit sad that my blog is so slow currently, I always enjoyed posting my current progress. Anyway, this post today will present a bit what I have done during this year. Hopefully I won’t have to do the same next year. 🙂 EXIL During the beginning of 2015 I have worked on my UE4 game project named EXIL. I wanted to do a trailer thatRead more

UE4 : My Engine/C++ modifications

I did several changes in the UE4 engine, mostly personal changes. Some choices made by Epic doesn’t always fit my needs. I believe some people would also be interested those. Also this post will be useful for me too to track all my modifications. 🙂 Comments are open if you have questions ! I will keep this post updated when I will change my version or that I edit some other parts of the engine code. Currently the code belowRead more