I'm glad to hear you like the model. I completely misunderstood the metalness map. Now I get it. Thanks Dan. I also realised (after reading the documentation) that I had specular set to 1, while the default for UE4 is 0.5 ! As for making albedo darker - yes, it helps. But suprisingly, Dontnod's albedo values (from their…
everything Mark says is true. I forget people don't always know these things. to answer your question - the first thing I do is turn off envelope display and override every weight in the skin with a value of 1 to its nearest bone (or 0.5 at joints). I then go through with a test animation blending the weights by hand. This…
- Make one lowpoly wheel. That's 5 minutes or less. - Make 3 copies (as you already did). There is no need for these copies to be instances or anything like that. Just duplicate the original. That's 4 wheels, and that marks the end of the lowpoly modeling of the wheels. That's it, a 2 seconds step. You can take screenshots…
You make it sound like Mission Impossible, I simply find $120,000 straight out of college hard to believe for any middle class American. Life has lead me to believe that if its to good to be true, it is. I'm sure you have 0.05% of the American population that manage to get that well paying job, launched into those…
I finished it last night. I thoroughly enjoyed the first amnesia, dark decent. For reasons that were not really present in Machine for pigs. The environment was kinda an issue for me, there were so many re used assets from the previous game. (Besides props there was kit bashing with the previous game) and i just dont feel…
For a simple model like yours these are the steps I would take: 1. Apply skin modifier, and add all bones that need to be bound. 2. Set one bone to be a value of 1 for ALL verts on the mesh. 3. Go through the bones one by one and select the verts you want them to influence to give a value of 1. 4. Check the skinning to…
I bet you can pull it off! If not solo we can team up, amirite? For this example, it looks like you want to display a tangent space looking effect on your material, am I right? In this case you will want 0-1 for r and g channel and 0.5-1 for the b channel in order for your sphere in game to resemble the tangent space…
You got some awesome stuff going on here man, but I think you are over complicating the snow a bit. I think your small scale details are spot on for the snow, but those large scale details are not reading that well for a tileable texture. Clean snow is a really basic surface, and its large scale details come from the…
So I thought it would be cool to show how much a difference there is between the uncompressed shots that Joe posted and their DXT1 and BC5 (3Dc) counterparts. First we have DXT1 which has been the de-facto standard in normal map compression for years and is RGB/0.5 bytes per px Next we have BC5 (3Dc) which is 2x greyscale…