:) Thanks for the comments guys. You bring up a good point MoP. The wood is definitely supposed to be aged, so the cracks and grain would be more noticeable anyway. G3L - I mixed both my own strokes with alphas for the wood grain. I'd say about 20% of it is my own sculpting. I mostly focused on the major cracks because I…
Well that'll do it. Any stationary walk cycle you plan to use to animate the character through the scene should use free keys. Planted keys are linked to a specific spot in the world space, not the bipeds local space. When you move the biped off of the spot it was planted the feet will attempt to stay in that spot in world…
Yes I see your points, the general composition I've decided on is that the spaceship crashed through the ceiling but not all the way so bits of it are hanging through a hole in the ceiling which is also where the lighting for the scene comes from. As for story, I've decided that the astronaut survived for a little while…
I really think you should take a look at your layout, if you make changes now you will be saving time later on. I've put a bunch of things together I think you should take a look in your layout, - The map generally leads to this central chamber, but this area has little ambition add balcony's, height differences and really…
Scratches would be mostly in the gloss/roughness map, and which values you would use will generally be determined by some simple logic. First, ask yourself what the properties of the base material are? Then, consider how those properties would change if you scratched into the surface of the material. Assuming you have a…
A little stressful time, but I am trying to spend a least a couple of hours sculpting each day. Sadly I didn't had the time to adjust the issues with the male base mesh, as a private project is growing (several characters til the end of summer for a game) so I did the first two faces for major characters of the story.…
Continuing to block stuff out and shuffling placeholders around to find a balance without making this scene look to busy. I'll start working on the bikes later on once I've done modeling base mesh for these big assets first.
Trees! I've made a small set of birch trees I can use to dot around the scene and add a bit to the variation, giving a sparse sub-arctic atmosphere. The main trunk meshes were made in Treeit and I put together a branch atlas using Megascans twigs and photoshop for baking. For these I decided to use a simple B/W vertex…
Does anyone know if UE5 still only uses the matelness workflow. And not a PBR 'specular' workflow like that in Marmoset? Metalness is severely restricted in materials where dirt and paint partly blends with the metal surface. Substrate seems too complex, because you would have to create layers for each material instead of…
I like this version better, but the blade still seems very dull (not sharp). Does it glow ingame too? What Ghostdetector tried to say is: You have one layer with your weapon on it. You duplicate that layer. You select the lower layer with your sword. You apply a Blur Filter to the selected layer. That way your weapon got a…