Hi, I have sculpted, retopped and bakes some stairs that look nice in Ue4... however I did these as a damaged version and feel that ideally it would be useful to produce a non-damaged set and blend the damage detail/normal between the two.... ideally these will have different topology...would this be a case of vertex…
Long story short, I NEED to figure out a way to toggle the visibility of a static mesh actor (currently trying interp actor) when it takes damage from the utproj_grenade. For some reason, it recognizes every other damage type and weapon damage EXCEPT for the grenade. I think it has something to do with the grenade's source…
hope this helps Start with a simple base mesh in max and import it into zbrush. I duplicated them out so I had 5 large bricks. I also made 5 shorter bricks but for the purpose of this tutorial I will only show you how I made 1 long brick. Before subdividing the mesh turn off the smoothing option ( SMT button) I didn't add…
I think it would have been difficult. If I were wanting to add more damage, I had toyed with the idea of making a separate "damage" map, and different masks for damage, then just lerping that onto the shader after the color mixing is done. That would open up the possibility of having different damage masks as well, and if…
No problem, about the damage on the model atm... the damage doesn't seem that believable to me right now... Like think about how the damage would end up on the body... how he would have gotten it, etc... A simple mental technique that helps you decide your damage is that you think about a scenario... e.g. This is Master…
Hey Kanga! Thanks for the advice! I agree with the forms, i'll have to go back and fix that up. Probably wont be until later but it should be ok as I think my main character will get a whole new texture pass too haha. So I made a quick update video of the melee traces. I know its not super exciting but it is pretty…
I would personally try to use as many tile textures and repeating modular pieces as possible. For the wooden supports those would all use sections of one wood tile material. Most of the undamaged building would be a brick tile with possible geometry cuts for unique damaged details or use decals for slight variation, water…
too much fog looks a bit polarised but looking good also would be nice: -collapsed section -dirt and damage pass on plaster -more localised damge, door off hinges sections of plaster missing -more mid level shapes like rubble or rocks or bushes to break up the squareness of the scene and naturalise it a touch.
I absolutely love your animations, along with the very original idea of the whips - it gives a very dynamic feel to his movement. I often come up with MOBA kits in my spare time, and I did one for your character - Ashytkin - The Ice Demon Primary: Assassin Secondary : Fighter Projected Meta: Assassin Top Lane, Full Damage…