Thanks everyone, really glad you like it :) For the Polycount book, my article isnt a breakdown/tutorial of how I modeled rocks and such. It is more of an article of me just talking about my thoughts on how I went about making this level and the pros and cons of the reasons for it. @Erich - most of those rocks are just 1…
SP 2.3.0 The 2.3 version brings a full Photoshop export path from Substance Painter. Layers, masks and blending modes can now be transferred to Photoshop and each individual channel is exported in its own PSD. Although we believe Substance is the future of texturing, Adobe Photoshop remains the pivot of many artists'…
That is probably the single most infuriating thing about biped, but still somewhat minor and can be worked around. The only thing that is weird about them is the naming otherwise they behave just like every other IK system out there, albeit in a much more streamlined fashion that reduces rig clutter. So far I have seen two…
Hey, Its been a while since i last did a full landscape in UE (actually, back then it was UDK) so i decided it was time to dust off World Machine and get cracking. Some reference images for what i am going for: The main purpose of this is to create a realistic large scale environment with good close up detail that also…
Hi I have a skinned mesh which I'm exporting from Maya in FBX format, the mesh has a single skinCluster and a blend shape deformer. When I import it has a bunch of skinClusters, I think one for each influence, but every skinCluster is a full copy, and together they deform the mesh multiple times over. Funny thing is that…
It does need to deform in engine. The idea is that it's an oblong eye that can rotate as the character is looking around while staying in place, inside the character's oblong eye sockets. I also have eyelids for the character made the same way, scaled up slightly to cover the eyes, and orbiting around them using separate…
3DKnight is correct, we rarely directly share assets from one level to the next. Are levels are created so each one has a distinct feel and look to them. We globe trot a good amount so the rocks in Horse Chase should look different than the rocks in say Chateau which was based in France. With that said, we do often times…
I took a look at your files. I baked in SP with ray distance(frontal/rear) .02 *Note* I had to assign my smoothing group to the model as yours had no smoothing groups assigned. This is more than likely your issue as I presume you're using the UV splits to Smoothing groups workflow. If you use this workflow and don't split…