hmm, so if I wanted to have accurate, or more accurate textures or decals then scanning is the better option. What program is recommended for doing this, and how many pictures would be recommended for an average texture? I read somewhere that you need to basically make a grid then take photos of say 10 square meters but…
Not bad for a first time use. Here are my three suggestions: First, your lights make no sense. They seem to be coming form behind the camera in the first shot instead of the windows from the side. Right now the shadows of your pillars are pointing back toward the far wall instead of the one parallel to the window, like…
Like with most corporate things that have been around for decades in other industries the games industry is just catching up as it matures. First you add a shiny new thing because on paper it sounds awesome and then you figure out why it never fixed all problems for as promised. One would think that while researching…
@pior yes the interface stuff you show in your video is what i meant. as i recall switching between different tabs had me watch the program redraw the individual interface elements, resizing the UI was a slow affair and even the little confirmation dialogs popped up with a visible delay. not a deal breaker to work with but…
The texture pixels are bigger than the pixels in the alpha so it is forced to average out the alpha when you stamp it on and that gives you the blurry look. There is no way you're going to get sharp edges on that text unless it has significantly higher texel density. If you're at 4k there and have about 16 pixels (at best)…
This isn't that surprising. Microsoft has always been a software company first. It was only in the past decade or so that they've gotten into any real hardware, and even then in a very limited capacity. They had all sorts of recall issues with the original XBox, and then there was the whole Red Ring of Death travesty with…
I have started working on another building for the Crysis map I've been working on this fall. I still don't consider my previous building (The Zone guard outpost) to be 100% completed yet, but I wanted to apply what I learned from that building to a fresh concept before I go back to finish it. As always, suggestions and…
VFX I created a layered sandstorm using Niagara, incorporating flying particle effects and sand clouds. To add more depth and richness to the scene, I also designed a moving sand decal for the landscape. Here is a GIF to showcase it. And feel free to give me feedback about it. This is my first time using Niagara.
Super cool to see all your work on this. I have also had to deal with the whole xgen file into a metahuman mesh before and it's not fun :p But your results are looking great! For the SSS thing, I agree that the default metahuman material is a bit waxy, but you can edit it in the actual material: There's also edits for spec…
Congrats on landing that work! It took me about 2 years to get my first job, but I had the benefit of having studied in a dedicated 3D Animation course. I'm not sure that I would have stuck with it if I was learning on my own, to be honest. On that note - it can help to do a 3D animation course or something similar…