I'm not sure exactly how this will affect your hair, but you can try select your hair meshes arranged on head, and under Modifier list choose Edit normals. Click on "[+] Edit normals" and then on "-- Normal". Select all (ctrl + a) and try using three methods: 1) Press "reset" button and check how it looks in UE4 2) Press…
The way I would do it is make the general shape I want, and subdivide it until it's very smooth. Then I'd use the reduce tool (with preserve quads set to 0, and all "feature preservation" turned off), to reduce it to a very low poly count. Then I'd harden all the normals, to give it the faceted look. Here's something I did…
Time for an update. I've been playing around with different textures for the main body. It's been a real pain to get the FDE color correct. The different color spaces in Designer and Painter made it really difficult to get the color down. Luckily I found this tool which will convert a regular RGB (0-255) to linear RGB…
If you're going to use a shot that's this close, the base of the cartridges should be smoother - 12 sides instead of the current 8 should do it. Failing that, you could rotate the bullet slightly, so one line of vertices is at the top, instead of a flat edge; that should help disguise the low polygon outline. Also, the…
This is awesome! I really want to get in on this (VFX). I just have a couple of questions, mainly about the maps. In the FAQ, it says Diffuse and Alpha only. I figure that means no flowmaps or other special maps of the sort. But what qualifies as a Diffuse or Alpha? Like let's say I have a mesh that uses a grayscale map to…
Scale your UVs so they fill up the 0-1 space vertically. Then apply the non-square texture. Edit your texture in PS at the size it's supposed to be, 512x256 or 1024x512. EDIT: Oh maybe you meant, "how do I get a proper non-square UV template to PS to paint on?" In that case it should be the same thing, stretch your UVs,…
Ok, I have one last thing i need help with (i hope) Can anyone tell me what is causing this? I can improve it by adjusting the tolerance on the colour picker for the mask in substance painter, but it appears to be baked in to every layer, I took the ID map into photoshop and corrected the errors on that, but it will be a…
Again, i was never able to get a curvature map baked in xnormal to work properly in DDO Here's a typical result i get when i look at what DDO creates as curvature mask from a curvature map. I've put each mask from dynamask in vertical slice. Sharp, fine and soft works well but medium, big large and huge are useless IMO.…
You have the same issue that I'm having. We both need work on our anatomy. Here's a nice quick ref sheet from idrawgirls.com. Your model is about 9 1/2 heads high as opposed to 7-8 heads high. The next thing would be the cape. When cloth drapes it will have vertical folds not horizontal. The next few things to fix would be…
I think that's the most troubleshooting I've done for a single problem. Anyhows, I solved it, so I guess I'll post for other hapless souls like me. I believe the problem was caused because duplicating faces from the body mesh caused its vertices to lose their smooth skin components (per the Component Editor) and thus Copy…