Looks good. Just a few suggestions;
- Your metal doesn't look like metal at all, moreso like toy plastic.
- I would recommend taking another look at your edges on your high poly, as your normal map isn't coming across to me
The left one is world space, think of every vertex having right, front and up the same way as every other vertex.
In tangent space (correct me if I'm wrong), each vertex has their own 'space' instead, which is determined by the (tangent space) no…
I just found out that squash and stretch works in UE4 right out of the box. Woah.
You literally just scale the bones in your animation, export, import into UE4, BAM, works.
I recently finished my Game Art degree, and here's the trailer I made for our final year project; Dungeon Town!
To this project, I contributed all the rigs & animations, the protagonist armor sets, various props and characters.
ZacD wrote: »
1) Yes you can do cloth simulation in UE4, there's an example of it in the example content projects. https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Cloth/index.html
2) You can also use jiggle/spring bones inste…
I made this blueprint in UE4 where you can dynamically make dungeon pieces. This plugs into all the other types of dungeons that we are making at the moment. Props to Alexander Diogo for making the models for this.
I have a character that is going to be able to equip a lot of weapons, and I need animations for all of them due to that; how would you guys go ahead and make idles/walking and running animations (in all four directions) with the knowledge that thos…
ArtisticTiger wrote: »
made the fingers a bit longer, fixed up the torso/chest/ribcage area, and the back.. lol soo ready to start sculpting now, but i don't wanna jump the gun before nailing the forms down. So C&C if you have time.
ArtisticTiger wrote: »
still struggling with getting the proportions/anatomy the way it needs to be, once i get it down i can finally retopo and start sculpting. feel free to crit.
I'm by no means very good at anatomy myself, so take …
I don't think xnormal allows me to bake in 16bit.
EDIT - SOLVED!
I used the TIFF exporter instead of the TGA. I should've searched in this thread more!
EDIT 2 - ACTUALLY NO.
It didn't actually solve the problem, just made it a tiny bit l…
I'm having some major issues with xnormal and my normal maps. I'm getting these artifacts when I combine my normal maps with dDo in photoshop:
As you can see, the higher the gloss/spec, the more predominant the artifacts/gradients are. Here's m…
Hey Xoliul, could you perhaps take a look at the issue I'm having at the moment? I'm getting vastly different results in 3ds Max 2012 (see, I know! ;P) and Maya 2013, see below:
Same smoothing groups, same UVs, same texture m…