Both pawns need the cylinder component. The one on the right looks like he only has the physics asset, which is only used during ragdolling. Don't play with the channels, for the most part the defaults are sensible.
Anyone want to see what happens when you autoskin the skeletal mesh of the default character over the Crash placeholder? good [ame=" https://www.youtube.com/watch?v=J6FDo2ZmzXc"]Sparsh Mandipoot - YouTube[/ame]
Just looks like a skin binding program, that can soon also export fbx. Unless I'm missing something, I'm not seeing how this is an improvement over Maya & Max's default skin binding workflow.
Hey! Thought I'd join in. Not sure if I like it, but here's my attempt at the fabric with some input parameters default large+small wrinkles tiled more with some wet patches pattern toggled off
@ZombieDEV - If you click on a bit of empty space in the Graph Editor for a Material, you can change material settings. Using the drop-down menu you can change the material from it's default (Opaque) to Translucent.
@kimmokaunela so you actually modelled the debris assets yourself and used them, they're not default UE assets. Great work and insight, i didn't know something like this could be done, thanks for the response.
Fantastic work! That Nature's Profit is one of my favorites ever! Looking forward to the Windrunner set! The jade color looks like it's going to pop really well from her default shade of green! :thumbup:
Mmm I don't think I have enough triangles left :( I'm pretty sure that the default cape is a single faced plane too... is this one of those things that valve can do and we can't?
The default vertex color is white which might the reason why that setup is not working. You should paint your mesh black for the first texture and afterwards red, green, blue for the 2nd, 3rd and 4th one.
This is looking great! I really like the colours. The 'default' orange and blue is getting boring so it's nice to see something different. My only critique would be that there isn't much of a view out the window at the moment...