Each kind of effect demands a different approach, some things can be done fully in the game engine, others need quite a bit of work on a 3d package before putting that in an engine. I'd advise you to get Unreal Engine and mess around with the particle editor a lot. There's quite a bit of documentation on it so I'd start…
A good way to judge the flow is to rig it to a skeleton, and do some simple range-of-motion rotations. This will show you where it falls apart. After a while you'll develop a visual understanding of which kind of edge flow works well, and which doesn't. Nothing teaches like experience. We have some examples here…
Our solution for this issue was adjusting the shadow bias in Unreal as mentioned here: https://answers.unrealengine.com/questions/509418/self-shadow-in-realtime.html
What @Gannon said a lot of this translates really well to UE4 since in its base form its all math and coding for the shaders. If you want a really good place for a lot of unreal vfx tutorials make sure to check out this https://realtimevfx.com/c/Resources. As well as this youtube…
Hey Frell, I believe this is what your asking for. With the lights in your scene turned off go to the lightmapping window and add a number to you skylight intesity like a .5 and keep the bounces down around 1, also turn on AO slider. Bake your scene and it should look like a flat gray scene with your AO baked. Now turn on…
I don´t know which AR plugin was used because I only did the asset production on this. After that I gave it to another company called realtimelabs (realtimelabs.de). Edit: they used qualcom vuforia :)
Loads of improvement over the old model. And my $0.02... I'm aware she's suppose to be sexy, but the waist is sickeningly tiny. It's like she's been wearing one of those waist cinchers all her life and her internal organs have been pushed up into her chest. And on that note, her chest is massive. I think it could be shrunk…
Hey Amesy, Pretty cool to see vfx people here :) You have a good start there. My main gripe is that those effects are looking overly simplistic. Particle sizes are mostly constant, same color and same speeds. VFX, specially for mobile, it's just a bunch of very simple geometry so you gotta try your best to hide it's nature…
One thing I dislike about Mudbox is how limited it is when it comes to creating props and clothing.There is nothing like extract mesh,remesh,and those features that eliminate the need for a core modeling software.Although using ZBrush has sort of given me an idea of how to extract mesh from an already existing mesh in…