Okay, so I'm guessing, if I were to set this up in Unreal using Unreal's hair shader, I would need to split up that Ab texture into its separate channels...? One for Alpha, one for Depth, and one for Root...? Unless you can set them to just use a specific channel...?
having a few straight UV islands/hair texture variations like makkon said is the first step. also lay them out so they are facing in the same direction, root to tip. helpful to control highlight direction when applying a hair shader using anisotropic highlights.
The log doesn't say much, unless... do I have to rename the master bone to root? Don't think that will make a huge difference? Writing 2 Node(s)... * "master" * "attach_hitloc" Writing Animation... * Exporting 61 frame(s) for 2 node(s) Export complete!
To be fair, they did have their roots in the instant ramen business, taxi services, sex hotels and playing cards before getting into the game business. Maybe the moral of the story is that they dropped everything to focus on the one business that was the most profitable, despite the ceo at the time admitting they hate…
I use the setup with a locator locomotion (in maya), and the root motion works fine. http://docs.cryengine.com/display/SDKDOC3/Setting+Up+the+Locomotion+Locator I read somewhere, that the Locator Locomotion isnt necessary anymore, but i stopped trusting the Cryengine docs a long time ago.
-The grass looks like you just sticked it into the floor (which of course is what you did but should'nt be obvious). - there is a uv/texture seem at the right root. - The shrooms look as if they arent textured (are they?) - what are those glowing things...fireflys, magical flares ? good luck with your project :)
The roof supports should be curved, and the whole area is too narrow. You could use vertex painting (there are a bunch of examples on youtube) to blend between grating and fungus. The roots would probably be best as geo, and a couple of floating planes around the thickest parts for more volumetric fungus.
glad i went back to IT man, i can't handle moving for jobs anymore.. not that I was in the game industry long or really at all considering the game I worked on. :) but I am glad for stability and roots I can put down now, good luck man.
Goof stuff Jordan, as always. I feel like there need to be a greater color depth to the vegetation, the leafy bushes tend to desaturated at the top, which doesn't contrast well with the already grey surroundings. Not sure that's the root of it, but some glorious touches of color could pump this up significantly.
Hey everyone ! Two new assets , a bad boy and a tombstone that I haven't baked yet because I was playing rusty lake : roots. What do you think about the tombstone shape ? Should I stylize it more ? I'm not sure what to do . Cheers !