I'm working with a small team of people to create a horror game in UE4- despite the vast number of horror survival games already on the market. We're trying hard to come up with a unique game, utilizing some interesting concepts that, at this stage, are just that-- concepts. Right now we're struggling with the basic…
Hey all! So I've spoken to a couple of PC members over PM about this and got some great feedback, but just wanted to put it out there to get some more thoughts/opinions. I've just applied to Animation Mentor. Something I've been considering for some time, and I figured I'm at a point in my life where it's possible, and…
Hey, if megascans continues to be so awesome, I plan to integrate megascans pretty heavily into my unity3d pipeline. I am wondering what kind of plans you have for Unity3D integration? Are you providing the bridge API , and end-users are expected to develop their own integration, or do you plan on having a fully integrated…
I have encountered yet another particularly frustrating issue in Maya. I'm creating my first facial rig for class, and have gotten to the point where I am creating blend shapes. We're supposed to create blend shapes for the eyes, brows, tongue, and mouth, each in separate groups. We were instructed to use the "Default" or…
Hey guys, Since I got my first job in the industry I've had less and less time to indulge myself in personal projects here at home - this is partly due to actually having less time (overtime and other constraints that come with moving to a new city) and partly due to crashing after work; wanting nothing more than to sit…
Do you know of any place to discuss design topics? Like a forum, discord-server etc. I am struggeling quite a bit with design/function stuff in HSM, and it's quite strange that there is such an abundance of sources about general polymodeling etc. but not for design, which is not only necessary bot super interesting to…
I am not entirely sure I get your issue, but you can always create a 3d scene with copies of your main clothing mesh and assign each a unique material. Each unique material id will become a separate texture set with its own set of layers and maps inside Painter, and it will all be exported separately from Painter as well…
Hi, It looks like I'll finally be experimenting with Wrinkle Maps/Morph Targets etc. soon. However, apparently, you can separate certain elements, such as the forehead and chin etc. How is this done exactly? Are they just cut out of a regular Normal map bake? Or is it done a specific way? Thanks