I am looking for a modern tutorial/guide to wind/wpo animation for Unreal Engine 5. Specifically for trees and realistic as possible. I cant seem to find any information on how to make one that isn't old or how I am supposed to setup the vertex colors for use in the shaders. Any help would be greatly appreciated.
Turns out it was time to give up.. I feel like that was a way too big of a project to come back to stylized char/creature creation, so I'm going to put that on pause for a bit and get to study with small projects, for example now I'm doing a female bust sculpt to practice stylized anatomy/appealing, I might advance this one to retopo to practice texturing, not sure yet tho.
Last week I started blocking out some armour, learned how to use material blending for scalp hair and stuff like blood decals, which I will also use for stuff like facial tattoos and so on. Also worked on a walk animation for the male basemesh.
I'm kind of doing everything all at once, so zbrush progress might be slower than normal, but that's because I'm also doing stuff like learning animation, painting weights, learning UE5, and fixing minor things here and there as I go. Lots of back and forth between softwares, and I definitely need to download more hard drive space.
For the armours, there will be two variations; normal cuirasses and cuirasses with the backplate removed or altered to be compatible with wings to accommodate the vampire and infested race. Extraneous rigid meshes that poke through helmets like antennae or horns will be handled with a different method. Equipment slots will likely be divided into helmet, cuirass, gauntlets, cuisses and greaves. May or may not be individual pieces (different gauntlet on each hand).
AIGen Disclaimer: Blood splatter alpha masks generated by Stable Diffusion and edited by hand.
Just in case: For shapes like this, Unfold Strip from Loop works reasonably well. You might have to split up the mesh in some cases, though.
Straighten rarely works for me, some distortion is expected with irregular shapes, but Straighten introduces massive differences without discernable rhyme or reason (on 2022, here).
In my experience, your best bet in most cases is to roughly shape the uvs with Peel (LSCM) and pinning vertices + relax into a rectangular(ish) shape and then select all parallel loops for one direction and use Align Vertically/Horizontally in Place.
Edit: Might be you'll have to hide all faces you don't want to change when using Peel or something like that, but maybe that has been fixed.