I will be blending multiple textures together in the material editor (UDK) and blend detail normals with the main normal map. Same goes for the AO + cavity maps. I'll use alpha maps to blend multiple detail textures together and 2 UV channels (one UV channel for unique UVs allowing me to take advantage of the highpoly…
I'm not sure but if you were talking to me, I do wish to animate a game character on a project. However, all of this animation blending stuff sometimes scares me. Really, how do some games manages to get some smooth transition while the responsiveness still stays playable and why some others have jagged quirky…
I'm not traditionally a character modeller so my critiques may be a bit off. I'll try anyways. The basic proportions for anatomy are off. The bottom of the ear lobe should blend into the back of the jaw. The neck should blend into the bottom of the jaw a bit more. The eyelids are just thrown on top of the face. The don't…
Hey everyone, I guess I have been a little spoiled in terms of using meshed based decals in Unreal 4. The Material settings there let you have access to blend modes such as the "Dbuffer Translucent Normal" which is a nice way to blend only the normals from your trim sheets onto low poly meshes via floating geo. In Unity I…
Sorry if this has been asked, or if this is posted in the wrong area. I'm having issues when I flip and match my UVs. It results in the red+blue blend that tells me I'm doing alright so far. But in some places, the blend will be slightly more red, or slightly more blue despite only having the one blue/red layer to blend…
@sacboi, I appreciate it, but I wouldn't be able to get as far as I did without knowing these :) I'm mainly working on a simplified version of this mesh and use DataTransfer from it (haven't done any fixes on the final weight-painting yet). The problem is not in tools themselves (as far as I can tell), but more... basic -…
You mean I didn't place the masked on blend mode? I did place the blend mode on translucent then the mask plugged into opacity which works it displays at 40% but it also affects the rest of the mesh. Unless I'm not suppose to have the window pane grouped together with the rest of the mesh. I figured it wouldn't matter…
Good skinning requires good mesh topology and smooth blending between the joints. Unfortunately, your screenshot doesn't show the topology or the weighting of the area in question. I never use paint weights on lower poly models. I just weight the vertices directly. I made this video clip a couple of years ago for a similar…
speaking of sliders! You guys should give CMYK sliders a go. It gives some very sweet blends of colors. Also if you ever get issues finding saturated light tones for skies and such - open up the color picker, switch to Lab mode all the way up to white and shift from there. It gives great sky colors. And yeah a painter…
well... dont make the bevel normal perpendicular, that just puts you back to where you started. but the inside edges yes. Also keep in mind that when you adjust the inside edge normals, you want to keep the normals around the curve so it still blends evenly between them. If you can select the normals indivdualy, and…