yea, your average joe's clavicles are gonna lay roughly flat when relaxed. Right now it looks like he just got a Gatorade bath :) wrists and ankles look dainty, and there's not much definition in the lower abdominal/groin region, which I would say attributes to your mentioned issues with the core. Establish those bony…
Guys, I`m having a bit of confusion once more. I`m building the low poly axe, but am unsure when it comes to positioning some vertices. Some areas would require way too many triangles to achieve a perfect curved shape. Now, I am unsure whether to let my LP stick out a bit from the HP.. or whether I should push the LP in a…
after hours of searching and experimenting, i got the alpha maps problem sorted. now just this 1 problem to overcome.. when smoothing group is applied, it makes this horrible black shadow on the underside wing. it doesn't appear on the top (im guessing bcoz the faces are pointing up, if i flip them, it just 'flips' the…
If you can use an object space map, then the smoothing groups don't matter (though it's better to set the whole model to one SG, since that reduces the number of in-game vertices). In Max's RTT, open the Projection Options dialog to set it to object space. This asset would be best with object space, since it's easier to…
Solid stuff jake! Since it's all still wip i'll crit the composition. I dont know how bogged down to the concept you have to be but it would really be nice if you had some elements sticking out from the walls. The space is very vertical, so having some horizontal signs or lights sticking out from the walls would really add…
i think i rean some tests 5 years or so ago and got a better result, i dont think it will matter to much between the 2. ive just always used hammersey, and never have seen the benefit of changing. i asked my tech and he said the star maybe a better pattern for hard edged mechanical stuff due to consistent star shape, and…
The dithered lod transition can be enabled in the material properties. About fading them at culling: https://www.google.com/search?rlz=1C1GCEU_enHU838HU838&q=unreal+engine+foliage+dither+fade&spell=1&sa=X&ved=0ahUKEwieiMqqzIvhAhWP_CoKHWMQAjwQBQgoKAA&biw=1920&bih=969 Root fading can be done by enabling the dithered opacity…
Hi, nice work, but at first glance I thought there are 2 artworks. I thought like that because you wasnt sure where you want to have focal point and main theme on picture. Also strong vertical dark value and different light colors emphasize that feeling. I think you should go back to composition and values on this one and…
There's the alternative of shape keys (also called blendshapes or morph targets). They're lighter than skeletal deformation since the engine is only interpolating the position of vertices between two points, as opposed to transforming each vertex by a bone matrix which is costlier. In your case you would 'drive' the shape…
I dont mind. I updated some of the textures since then. I think it is best to test in an outdoor scene with direct and indirect (skylight) right off the bat. There are quite a lot of textures that need to be baked though and some are specific to UE4's hair shader: Result * Alpha map * Ambient occlusion * Zdepth * Normals…