So Tim Sweeney basically said no big new rendering or graphics features. Merging UE5 and UEFN. No more Blueprints. UE6 early access late 2027, full release 12-18 months later. But there's a new version control system called Lore. https://www.unrealengine.com/news/the-road-to-ue-6 Really nothing interesting for game artists.
Yeah UV seams are a common problem with displacement systems. One solution would be to model the low-resolution surface to include a lip, keeping the UVs continuous from the top to the underside of the lip. Then without a UV seam, there should be no displacement cracks.
Hmm, from the game screenshot, it looks like it's a four-sided system of blades: But if you wanted to just make it two-bladed, I think the middle part as you've sculpted it is too thick. (Oh wait, nevermind, I didn't look at his other hand!)
Thanks for the detailed feedback. It’s very helpful. Yes, I did light the leaves separately because with my current lighting setup they were not achieving the same glowing/translucent effect seen in the concept. However, I understand that this is affecting the overall lighting consistency and value hierarchy in the scene.…
I am getting an error randomly when using dDo. It is something along the line of System.Runtime.InteropServices.COMException (0x80042260): General Photoshop error occurred. This functionality may not be available in this version of Photoshop. I find that strange as I have the newest CC and I did CTRL-ALT-Shift delete of…
So I've got some sparks colliding on the ground and it works perfectly, but when I make a cut-scene movie in matinee, the sparks do not collide until the camera gets very close to them. Anyone know why this might be happening? Thanks for any help!
Hi guys, I wanted to share this personal project with you all. I'm looking forward for comments, critiques, suggestions to make this piece better. Thank you in advance :)