If you insist on baking in blender, take a look into exploding meshes. It'll solve your issue where you can have all your seperate elements far apart from eachother, allowing you to have a higher ray cast amount without bleeding onto other objects. This process is solved by most bakers allowing you to isolate your meshes…
I've not work much on lighting for now, just raise a little the luminosity of the scene. I reworked some elements and added new one, mainly some props and decoration objects. I textured the draisine but i think it's laking some details so I will add various decals on it and some props to complete her. I will continue…
"Reminder" You can achieve what you're looking for using a MaterialBillboard component. Add a Material Billboard to the Actor's blueprint. Then click the + to add an element to the sprite, choose a material, and click Size Is in Screen Space. You'll likely need to adjust the Base Size X and Y values to get the size you…
So I started over again. The model before this one I did without looking at enough reference and ended up with something wrong and wierd. What I learned: look at reference whenever you can. Base your "style" on something real. Notes: When dynameshing remember to remesh early. Either elemental(water or fire) martial artist…
I encounter this a lot from 3DS Max. I'm not sure exactly what's up but the old "box trick" in 3DS Max usually works. "Box trick" Steps:* Create a new Box primitive. * Convert box to editable poly. * Align Box to problem model. * Attach the problem model to the box. * Select the box geometry in element mode and delete it.…
Been learning alot from, sorry about resurrecting an ancient thread, but i was wondering - how do you handle the atmosphere and clouds if your staticmesh has multiple elements. Reason im asking is because im working on a planet thats basically cube mapped, with 6 different textures for a high resolution result. Im thinking…
Negev - why would this game have a higher barrier to entry? A game doesn't have to be complex to be deep. The largest element of a tactical game is that you have to think more and be aware of your enemy. Three-quarters of the physical skills and such should carry over from bullet sprayers, and you should be able to start…
Really depends on the style. If someone else is designing the aesthetic, then you could show them some limitations to give them a sense of the design issues, so they know what the costs are of various styles. More curvature = less unique pieces, etc. You could also try a parametric approach. Houdini, Max. Apply different…
I know the concept is already "done" but I feel like the silhouette could definitely be punched up more if she somehow felt more feral. Like a hunched over back or arms that are large due to additional rock protrusions, etc. She's gonna probably need a focus point as well because right now it just seems it's just rock then…
@Bruno Afonseca: Awesome cheers for the feedback dude I did a quick research and I believe there are some examples of volumetric stuff in the cave and office scenes so shall download them and try and incorporate it into my scene :D @Row': Cheers dude will be adding some stuff reflecting in those mirrors to add to the…