Hey, no problem I'll try and break it down. They're 2D paintings, but they're projected onto 3D Geo for parallax. Since everything is so far away from the Animation Cam, and there's no lighting changes, we can get away with using a DMP. The challenge is to have enough projections to cover what we're going to see in the…
@kwagner I too had difficulties setting it up but I was able to do it still. What I did was for the rope spline, I used the number of points subtract 2 and use that to get the location and tangent of the splines to make the geometry, but there's lot's of tutorials for that. The lantern is a part of the blueprint, I had a…
<Ground Stone Making> This is kind of a stone ground magical Pattern is carved on. I want to emphasize the stage under the DOME structure so that I put something elaborated Prop in there! :) First I tried to find something like rune type of character and pattern. then paint and tweak in a PS. After that I applied them on…
those are what you want--they'll be green until they are hooked up to a SceneCaptureActor or a SceneCaptureCubeActor (each wires up to RenderTarget2d or RenderTargetCube respectively). I might be slightly off on the names, as it's been awhile. Anyway, those two actors are items you place in the scene itself. You can select…
I had some real issues with getting the haircards right in UE4. I am at a decent place I can stop tweaking them for now. I want to get the rest of the character in and then go into final refinements. I checked out UE4 forums and articles about haircards and I found the same difficulties. A few UE veterans seem to be able…
Hi, As first advice, I would tell you to stick with default UI if you first want to learn and understand it so you can more easily rely on tutorials. There's still improvment you can easily do like installing PitiWazou Pie Menus (http://www.blenderartists.org/forum/showthread.php?348496-Addon-Wazou-s-Pie-Menus ), changing…
Love the creatures! One tiny crit I have is the UE4 render's might want to use a bit more love in the materials and perhaps the roughness channel. It could just be a matter of preference/style since it looks like you have a nice diffuse texture thing going, though I couldn't help but notice all of the UE4 renders have a…
Well i'm not doing exactly that, read too quickly ^^ I detach all shells that are in the 0-1 square. But it looks like you made the right thing. The only trick i use is from Jorge "Polytools" Rodriguez. I convert uvs to a trimesh, because mesh are faster to deal with than uvs, not to mention unwrap modifier. Also you could…
what pior said. The normal map doesn't look like UDK unpacked it on import. It looks like a regular texture which will give you wrong info. And yeah, remove the normal map multiply. when you import the normal map with actual normal map settings UDK unpacks the data to a -1 to +1 range which it expects for it shader system.…
So unfortunately my free time at the studio has come to an end so my only time to work on my personal work is restricted back to my after work hours and lunch periods (as it should be any way). Here is what I've been working on for the last week or so... I haven't really touched Substance Designer 5 at all to be honest so…