Yea I don't really know how to rig at all, so I just did a pose manually in zbrush with masking and zspheres. If I knew how to rig I would have done a more dynamic pose ahaha
Yea ddo has come a long way since the first version. Most smart materials look good out of the box. I mostly just tweaked or toned down masks and played a bit with the roughness as i saw fit.
You use named user channels as inputs for handpainted masks There's sod all documentation on the Allegorithmic site but Bradford Smith put up a video about using them on paragon a while back. It's pretty straightforward, you'll work it out.
Thanks! Here's the tattoo design, I made the details bigger to make it less confusing at a distance and flipped it to the left arm. I'm going to bake it as a mask so I will have the freedom to tweak the skin colour as long as I want
I've added some cracks and made the material a bit lighter. I'm not sure if it looks better or worse. (also played a bit with the cavity which added some detail to the blade (also added it to one of the masks which also helped).
Thanks 9thknight. Got the stuff into the engine thanks to the tutorials :). Probably going to make the breathing holes/swirls a bit larger make them extend more around the helmet. Some more texture polishing and Blood Mask and calling this a day.
Hi! I am a noob with UE4 but I got an idea stuck in my head and wanted to see if it was possible. My goal is to create a Creature Creator where the user cycles through markings and can add at least one marking on top of the base material and then change the colour of that marking. i.e. giving the creature stripes and…
So this is what I have of this character so far. Its the second time Ive tried to model a character. (Modeled a very low poly Deku scrub for "cryzenx" to use in a UE4 ocarina of time remaster.) Having issues with the max renderer. Not sure whats up with it. It keeps locking up when its finished, AND when I try to cancel…
Hi Polycount! intro: I've been a longtime lurker on Polycount, but haven't ever posted my stuff. I'd like to change that, as I've got a topic i'd love to discuss with the broader game artist community: Color ID maps (#colorID maps)- why they're possible in other programs such as substance Painter, but not feasible in UE4…
Brick material WIP For my final year's project, I want to rely less on megascan's materials and instead make some realistic materials from scratch using Substance designer. Please give feedback. I'm trying to get the AO, Height and Normal spot on before I start texturing, this is what I have so far I masked out the parts…