what depresses me is that there's too much stuff I'm interested in. I'd like to work on my rigging skills. I'd also like to work some more with Unity. Learn more about Unreal 4 :(
Usually my ships have around 20 different submaterials - it could easily be reduced, but since we make skins for the ships inside Unreal by creating a material override list, it keeps them nice and modular :)
Okay this is such a newb question, but how do I properly apply a rectangular texture in Marmoset? (i.e. 1024*512) I know how to do it in Maya and Unreal but I'm not seeing any similar options in Marmoset.
Ok thanks you for your imput. Would you know if you use edge detection on Unreal 4 could you make a similar effect or would it look much like a borderlands like style?
Is this for a game? If so it's easy. 1. Export all the anims with the base model. 2. Export all the models skinned to the skeleton in the base pose. One file per model. It'll work in both Unreal and Unity.
It's in Unreal 4, and I suppose I should post the full shots from ingame, rather than from photoshop!. Yeah I have a lot of little things to keep in mind, and to do detail work.
Woho-ho , so many answers, I really need time to make a research to realize what they are about. Thank you for your help! For what purposes you could use Vpaint in Unity/Unreal?
that looks really nice! I love the work you did on the flickering screens. I have no idea how to setup a shader like that in unreal, can you give more info about the nodes there? thanks :)
theres a checkbox in the animset editor (skelitalmesh editor) that says something like rotation only. uncheck that and see what happens. also look in that same editor to make sure unreal has all of the bones imported.
I tossed together a Cycles shader that imitates Unreal Engine 4 materials. So if you use Blender (or if you at least grok setting up materials in it), you could give that a try. Cycles shader