wow - someones having a bit of a moment? ok - so . we've got curvy roads. in unreal you'd use landscape splines to deform meshes, layer a bunch of those up and you get your kerbs, pavements etc. if unity has some sort of efficient spline based mesh deformation I'd strongly recommend you us e that. dirt roads are that with…
it's better to have works in your portfolio that show off your current skill level. I have done that as well - pruned my portfolio aggressively. I think so. Judging by the zbrush render, I think you can make it as a AAA character artist. Naturally the state of gamedev industry is crazy, so it may take a while to land a…
@pior good stuff! thanks for sharing, it validates my current direction. Your suggestions around masking are nice, I'll look at that next. Do you have any ideas for reducing the guess work around density? I'm trying out two things atm but curious to hear your ideas.
Wrote up the Ornatrix groom-to-bake pipeline I use for stylized characters, focused on two things that bite later if you skip them: keeping the groom mask-driven and editable (density / gravity / length multipliers painted in Substance, so almost every operator is mask-controlled without splitting the groom into a file per…
Oh of course, I'd make sure to reduce the value range in relation to distance and focus accordingly. But thanks for reminding, especially in regards of the near car wreck! And good point as well. Personally more drawn towards it spooling from the vehicle, to reduce bulk and weight on the robot itself.