Hi there so I got this question and bare with me if the answer is so obvious. Just I like to make sure or see if there is something else I should keep in mind for the future. I'm full of questions and get better understand of the pipeline :) So I finish following this tutorial of this model that turned out well. Now I like…
I think it would be best to use splines so that you can easily work non-destructively in unreal. There is plenty of tutorials and documentation to show you the steps, but the basic idea is that you'll make a short cylinder shaped mesh and the spline will generate instances of that mesh along it's length. You can get…
My employer has us on SoildWorks so I was thankfully able to get back into some older software I used before but I couldn't get a clean version out on an STL or STEP for the High to bake down from as there was smoothing issues. I have access to Moi3D and when I loaded my STEP file in and exported the OBJ it was extremely…
I asked chat GPT to make me script using same idea. Packing matID as UDIMs pattern 4x4 first then normalize for selected objects . Took it seconds and it understand the idea quicker than a typical programmer adding extra helpful features I have not even thought about like working with 12 materials and doing 4x3 pattern .…
You get some really cruel comments, and the above (looking @ pangaea) is one of those. Jordan. BARDLER already said more than I really could here, but... Finish something. Just take this asset and finish it. Actually show your progress on it in small, doable steps. As much as "today I added x to the high poly" is fine! You…
Thanks for your replies. Actually I got more energy to work on this by your positive comments. Once this shader finished,I'll optimize and clean it (it is really messy and not suitable to share right now). There are lots of features missing (like the haze effect and so on) and I should make 'em all. (-: :-)…
Hey guys! I'm still fighting with that scene! :) I've done a step forward with this. I painted architecture on the first plan properly (architecture behind angels are still blockout with simple material) and I adjusted shader to look better- textures still need some work. Brick texture on arc wall is temporary :) Also I…
Hmm that linear interpolate may be what I'm looking for. Basically here is my situation, i have 1 texture that needs to stay static, and another texture that can change color on the fly to match the other texture's colors.( basically darken it) I can match the colors pretty close in photoshop, but not in UDK. Here is what…
Congrats on achieving this step so far :) I am no pro myself, and i am currently on the "My First Ever Completed Character"-step myself. But i think to call it "complete" the step retopology is required (if it was meant as an in-game-model?) Maybe try to merge some subtools together which make sense to you? For example: -…
As fashoomp said, the motion looks very mechanical and the are should be treated as three separate parts. Additionally in general, the walk doesnt feel to great because of the speed at which its at. Remember that a general rule of thumb is 12 frames for a "normal" walk / march time ( 2 steps per second), 16 frames for a…