maybe somebody can give you a real solution, but if you can get it to look translucent but then the only hang up is lack of shadow, perhaps you can have an invisible dummy just for the shadows: https://forums.unrealengine.com/t/make-an-object-invisible-but-with-shadows/281046
You are so good at making hair! Thank you for sharing so many resources on this, it can be really hard to find details on how people make good hair, at least from my experience
that depends whether it looks how you want it to look. face-weighted normals isn't some defined method of building things - it just means that vertex normal direction is affected by the relative size (area) of the faces it's attached to and generally means you get nicer shading without manual intervention.
A few thoughts come into my mind on how you could achieve something similar:* If the design is repeated at all, you can UV the section of jacket and then use the surface noise with an alpha for a tiled result. I don't think it's done here as It seems more hand crafted but it's an option * It's very possible the embroidery…
Hi Polycount, How can I do that? Glowing effect of a tent at night or similar solution. I have tried (tutorial) glowing objects in Unreal Engine 5 but It looks very bad. Do you have any ideas? Thank you.
Hi there! My name is the Creator, I am the project lead at SweetNSoftech for our project PounceAI and we are looking for a team of designers to dedicate their time to creating designs for our project. To be clear any work you create will not be used in ANY AI Data Training. Our GAI System does NOT and will NOT EVER use…
I wonder if this has been shared before. Amir Satvat https://www.linkedin.com/in/amirsatvat/ who's currently a business development manager at Tencent, has been doing a lot on linkedin for the video game community, from highlighting game devs who've been layed off to compiling a list of job openings world wide and also…
Hello everyone, I am pretty far with this project already but I thought it might be worth sharing: Feel free to let me know what you think and how you like it. Best, Sebastian
I've seen this done in engine l. it was basically like klunk describes but we were generating textures and using material overrides for the viewmode rather than encoding anything into the mesh(cos that gets used for other stuff) Imo it's a bit of a waste of time. You can't use the GPU to get a good representation and it's…
I meant that AO is usually done as a separate texture or texture channel. Because you shouldn't see any AO on pixels illuminated by direct sun light for example , only in shades . So it's not included into base color texture usually. Cycles , same as any ray tracer in general doesn't need AO because same effect occurs by…