You can have a boolean or enumeration in the enemy char blueprint, that would change when it needs to go into different state. Then in the anim blueprint, you can just get that variable from the owner of the anim bp, and use it in a state machine.
I understand Substance Painter creates texture sets automatically for each Material ID in my .fbx file. But my use case is that I have a single model, say it's a monster, and I need to paint different varieties of textures on it (e.g. fire-type monster and ice-type monster). So far I create a different Painter project for…
[ QUOTE ] I set things up just like this, only rotate the model instead of all that other stuff. Just easier and simpler for me. [/ QUOTE ] Yeah. rotating the character is easier if it's just one character. Rotating the camera is nice if you want to be able to quickly switch out models and keep the same motion with the…
Looks like a good start. One thing you might want to try is putting a simple human dummy model in there and the modeling around it. These curvy bikes generally have a way of being modeled to fit the human form so that the person riding it becomes part of the bike. Also if you are going for a traditional thrust system to…
Congrats on finishing! I think the lighting is really way too dark, I find myself squinting at the shots to see if I can make out the shapes. The snake head itself for example gets pretty much lost. You put a lot of work into this, it's a shame to hide that work. You could look into some dramatic cave lighting ideas. You…
I really love your idea for the VS set, your concept work in general looks great with the effects added on. I like the concept of the dazzle staff, neat shapes going on, perhaps fill in some of the negative space at the top so that the eye doesn't get lost in the geometry and so it doesn't feel as delicate? Keep up the…
Got some feedback from my lecture, and he suggested me to get a concept for the scene. This two concept art are made in Midjoureny. I will refer to this two concept while making my scene Trees are not in these concepts but I think it will be cool to having trees on the wall. I will use houdini to generate some roots as…
Pixel depth offset can be used to make nice intersection between meshes with parallax materials. Check out the content examples, they show this too. This is what it would look like: However, it adds a lot of shader complexity! It also badly works with baked shadows. The offset wouldn't be taken into account on the…
might also want to mention that the character is "scarab", a regested character of Dave Mack's Kabuki~ aggree with kman about the spikes being too small (think going to the outside of the inklines in the comic reference/ else cheat on translating to 3d to get it to work. with the costume abstracting some of the muscular,…