I figured this out. Selecting the root bone and moving it while pressing 'D' does not work. Anyone looking for this in the future, try this. Select the character. In the Human IK tab, click on the Blue square icon on the top, Edit Character Definition --> Edit HIK Properties Expand the Retarget Specific Section. Set Hips…
You can't just plug in the emissive map there needs to be a value above 1 that tells it to glow. Just plugging in a material without some kind of value results in a value of 0 (or 1?) so no glowing. Also make sure you have set up the post processing volume like I talked about earlier and make sure your camera is inside…
Gotcha, thanks Wes! I realized later that what I was authoring in Substance Designer (not using the UE4 plugin by the way) for the roughness and metallic was linear already, and would not need the conversion node, as long as sRGB was unchecked inside the texture properties in UE4. As far as the targa issue, I went ahead…
Also, it's be fucking awesome if this was taken a step further to, instead of B&W, use RGB paint channels. This would allow more powerful control in UDK / Unity with terrain shaders that call vertex colors. When I worked at Sucker Punch we had RGB controls and it was awesome to be able to have that 3rd texture avilable to…
This subject has been well-covered, so I wouldn't worry about doing a tutorial. You're not quite there yet with the above method anyway. If both the lowpoly and cage have seperate smoothing groups for the cylinder caps, you'll be getting ray misses. The nice bevel you have on your highpoly will not be replicated properly…
doesnt screenshots and videos from the game as well as the final texture pics pasted right below the screenshots do not show how it looks in the game? im confused as for the thing i "ignored" well i felt that you might be right about that one so i didnt see any need to point anything out there lol b ut not that you didnt…
Here's an example from my own work. This is the exact same game level, just tweaking the camera angle and materials and color grading to get different "looks". It's actually a ton of fun doing this, because all the content is made already. It's just putting a fun spin on it all to come up with something nice to look at.…
this wouldn't just be patterns but also psychology right? These traits are not just common by common by purpose (especially stuff for kids like Pokemon and Skylanders) There are types of colour, iconography and shape that determine easy to recognise character type, it might be worth looking into the psychology of what…
Hmm there is small but important problem. When I paint the vertexes in 3DS Max with Pure R, G and B, I can assign each color an image in Unity3D (See below) with a custom shader, but I don't know how to assign those images in 3DS Max, I've searched the Net and nothing is shown but "Blending in max" which is about painting…
Heartfordshire uni certainly has a nice course with some good teachers. I'm currently doing "Creative Computer Game Art" at Swansea Met uni in Wales, while its great for learning traditional art and concept work, they don't focus on teaching you 3D as much. It's kind of like... "Heres the principle behind it, now go try…