subdivide the parts you're gonna sculpt before you get them into z. or hide the mechanical bits before you subdivide in z. you'll end up having less levels to work with. and you'll likely take a bit of a performance hit. but it's better than cranking up the res on shit you're not gonna sculpt. can't be helped. polygroups >…
swizzle extracts the indicated components out of a vector - this is perfectly normal and is equivalent to writing input.x / input.xy / input.yzx etc. in code the vector float<n> nodes append components to a vector - in the example it appends a vec2 to a vec1 resulting in a vec3 it is equivalent to writing something like…
Hey, guys so ive wanted to try and help myself by making more base meshes and develop them in zbrush but when it comes to modelling my references i found it not to be right the character i would like to model is Broly from dragon ball z. I have the reference but when making the base mesh they dont seem to be alligned or…
Hello everyone! I would like to announce that we’ve finally completed our final year project film! I haven’t updated this thread in a while since we were fully focused on production and polishing for submission, but I wanted to share the final result along with some behind-the-scenes progress. Huge thanks to everyone…
Thanks guys for interesting comments . it's of topic but last fall after years of polishing Designer fx maps and creating procedural approaches I suddenly found how actually better my work had been when it all was just manual, taste and intuition driven. Zbrush sculpts and coloring , hand painted textures I did in some…
Hi, Iam back to this challenge! I've made progress but still... one issue persist. almost there!!! here is the issue, I can't figure out how to maintain the bone orientation. There are very specific locations at the curve where the bones flip in the Y axis. I can't constrain it! WHY ?!!??! The Z axis should always point…
You could try setting the camera up as shown in the attached image. This approach gets the camera's world location, breaks the returned vector and zeroes the Z value every tick. Basically nullifying the Z component of the camera's movement. This way you can retain the camera within your player pawn BP and keep using the…
In most games that I've worked with if you have intersecting geometry you will have z-fighting (http://en.wikipedia.org/wiki/Z-fighting). It gets worse the farther the objects are from the origin (0/0/0). Yes, a tank turret should be a separate piece (two if your barrel has pitch). As for tank treads I'm not so sure; I've…
CE uses X+ Y- Z+ so yes you need to make sure you have flip y checked in NDO2 since it is by default (as far as I know) X+ Y+ Z+. HOWEVER, if you take a baked map that already has Y set correctly for CE3 (say from default max y-) and add detail on top with NDO2 using the normal to NDO2 option, be aware that having flip Y…
Yes you can have any scale you want. If you got X 256 Y something Z something then it would snap modularity on X but not on Y Z. For some meshes this is fine. It all depends on what you are doing. Combination = 32+64=96. It doesn't has to be 64 128 256 etc only. 108 for example is fine also. As it is 64+32+8+4 which is…