the term "level designer" is largely bollocks when you're talking about games in general. It gets bandied around boards like this cos there's a lot of people who love their FPS and linear action games, and you'll see it advertised on the websites of companies that make those sorts of games - but generally you should assume…
for the plastic grip i would use a nice darkish blue grap base and use large grunge brushes to paint dirt and layer the dirt with different brushes. subtlety is the key. use slightly varing tones of the base colour..add some brown tones too around where the had would grip. paint some subtle highlights on the edges to help…
That's what most people use - a base skeleton (with one upperarm and one forearm bone) that gets animated, and additional roll/twist bones driven by maths to stop the candy wrapper effect of volume loss you get from linear skinning. Spherical/Dual Quaternion is a newer technique that helps preserve volume, but you'll need…
Alright so knowing that this is the reference (and setting aside the term "game-ready") which in this case is only making things confusing, I'll mention the following in addition to the above comment on perceived density : This Viking character works because all the various elements have been very carefully designed ; and…
I'm not familiar with marmoset specifically but in any other software that would be the correct output for a simple height bake. it's giving you the distance between the two meshes - which is what you need when you displace it later during rendering. Given a convex surface edges on the low poly mesh will be closer to the…
Good thoughts! Yes, agreed, i've already replicated much of the canvas navigation. One issue i have with photoshop is that some shortcuts are handled with special code, for example dragging to change brush size. I'm building what i think is the most capable shortcut system possible. Any slider in the app can be mapped to…
You're doing really well so far! Great job matching the concept. I have some doubts about the material you used on the walls. First of all, I think it should be more tiled, so planks are more narrow. I counted number of planks from the floor to the first floor roof and there is 16 on the reference image and just 12 in your…
Just a heads up to this as well for future consideration, it looks like across that stone material you are still getting the linear falloff from your material. It is less noticeable for two reasons though; one is the texture is less uniform and has larger shapes to add visual breakup even though I don't believe it is…
Unreal 4 Timeline Documentation: https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Timelines/index.html (Which nodes to use for rotating will depend on how you have your actor/meshes set up. But you had that figured out already I believe) You could use a timeline to drive the rotation like so like so; Inside…
If you re having issues with your rough masks not responding quite how you expect make sure you have srgb disabled on those textures. If you disable it set your sample type to linear color on the texture sample node (these will be set automatically if you drop in the texture to the node graph, but if you change the texture…