Thanks! Working out the basics of a health and damage system. I'm currently looking at converting this to a component system versus just a shit ton of variables floating in BP. While it works, its really heavy to copy it from one character to another and is really error prone. Player Damage and Death Enemy Damage and Death
i would angle her right foot downward slightly, it looks like it's kind of floating right now, it might also help if you can change the angle of her hip so that her right leg is completely straight instead of slightly bent like it is now, to help emphasize having her weight on it.
You can reduce the gizmo tolerance in snap settings to quite a small number. I find doing it twice can often help too. if you're looking at imprecision of 3-4 decimal places it probably doesn't matter in practical terms as you get floating point errors in very small numbers anyway.
Any tips on how to get nice clean bakes when you have intersecting/floating geometry being baked into a single low poly mesh? Intersections are killing me. Right now I just try to get the low poly mesh to encompass the high poly completely and bake on the inside of the cage only.
The most likely scenario is that they are simply not showing the decal geo/floating panels on this breakdown picture. In other words : the wireframe shown here is probably not exactly that of the house seen in the ingame screenshot. A small user error when putting together a bunch of slides is more likely than some kind of…
I'm a bit pissed so probably missing something but what's the issue with negative uv values? Provided you do all the work within a single node I've not seen any issues dealing with numbers way outside the 0-1 range - assuming you're in a graph with a floating point bit depth at least
Wow. Thanks everyone for the great advice! It's a little overwhelming to think that nothing that I have done in four years is good enough for my portfolio. I'll not worry about the website until I get my "floating head" character done and therefore actually have something to put on it. Anyway thanks again everyone.
The light looks to be fairly ambiant, coming from every direction, but the cat [and only the cat] has a stark shadow off to one side. I'd say put it directly underneath the kitten, might help ground it and take care of the 'floating' thats currently going on. Other than that, I think its magically delicious
i really miss some preshaded stuff - gradients / ambient occlusion / gi whatever. this will increase the overall texture depth quite a bit. what are these subdivsions at the windos for? i mean these could be floating meshes no need to cut them into the wall i suppose.. and try to work even more on the stuff chris holden…
Oh also, for the barrel, you need to cap those holes, theres no geometry to trace onto those sections so you're just going to get errors there. What i do is model some indents for stuff like that(usually floating) and then just make that section black in the diffuse and specular, works quite well.