I'm pretty sure FBX only stores the vertex position offsets for morph targets, and nothing else. I had a similar issue a few years ago, trying to use different UVs on a morph target. But Morpher isn't built that way, it only considers vertex positions (IIRC). You could try to brute-force it, by copying the vertex colors…
this is why I'm particularly worried for Larian. They sold a ton of BG3, Divinity is a good series, and all of these have long financial tails. But one breakout success and they've gone global with studios popping up all over the world. Obviously I don't know their financials or anything, but it sounds like a risky move.…
Project name: Cross Fate Brief description: The game will be a turn based strategy game like the SRPG genre, battlemaps take place in a hexgrid board. You can customize your ships, robots and vehicles too. Target aim: Retail. Compensation: We dont offer upfront pay, we`d rather work with revenue sharing. We all work pretty…
[IMG]http://tinypic.com?ref=30thye9" target="_blank"><img src="http://i50.tinypic.com/30thye9.jpg[/IMG]HI! first wip here^^.. I decided to star a new character...nothing in my mind for now..i just start the base mesh ,plz crit and comment are welcome!. Tomorrow i will start a fast paint over in Photoshop for the armor and…
Here is the basic idea behind character creators. Most of them are based around morph targets. Eg. you have a single skeleton, then you define two different face meshes (same vertex setup !), one with a tiny nose, one with a big nose including bones weights. In game you will just have a nose slider which blends between the…
To find the optimal solution, you'd need to benchmark each possibility. Any one of them could be best, depending on your software and your target hardware. In some scenarios, texture memory will be a bottleneck. Especially if your target platform doesn't have much available. In other scenarios, vertex processing might be a…
There's a few ways to approach this. The simplest is just to use the pinch brush, sparingly. For a more stylised (and destructive) approach, try some of the trim, planar and polish brushes. A more involved way is to use morph targets and the clay polish effect in tool>geometry>clay polish. Store a morph target of the…
Are you targeting UE4? If so try turning on Use "Full Precision UV" by double clicking on your mesh in the content browser. Sometimes I see seams in SP/Toolbag but they show up in UE4, even though both are sync to MikkT. So it's always a good idea to check in your target engine. Your Mesh in UE4(don't notice any seams,2K…
Hello everyone, I'm reaching out to discuss a highly technical topic today. It's about the incredibly realistic animations in the upcoming game ILL. I don’t know how many of you have seen the trailer recently, but the way the creatures look like they have actual fleshy skin and their natural posing really caught my eye.…
We're still looking for VFX artists for this. Here are some more details of what we're going to need: Healer 1. Heal effect. Particles will follow her hands as she conjures her spell, then when she casts the spell effects will shoot out away from her and a column of particles will surround the target of the healing spell.…