you can create a blend mask at the first spine joint so that everything below it is ignored Blend Masks and Blend Profiles in Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community (epicgames.com) alternatively you can also edit the animation in your 3d program to remove the stand up portion as well
Do you create moss in Substance Designer, or is there a method to do it in SpeedTree to use as a texture for blending? I'm aiming for realistic results.
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Ruz The shader must use transmission or be translucent or transparent. That's also the order in which they'll bleed more color, with transparency being the most saturated and cheapest option.
You don't need to shrink the model just the texture. It might help to zoom out, but don't scale the model. Mip Maps are small samples of your texture compressed so the engine doesn't have to use the full texture if not that close to the object. If you're 100ft from the model it uses a 32x32 as you get closer it ratchets up…
First off, Wesm that looks AMAZING! Can't wait to try everything out! :) always pumped for updates. And as for my color blend problem, here are the results I got after testing out some of the suggestions: So here I have tried my original method, as well as an Add and two different kinds of multiply. Just to make sure it's…
Here is my most recent Game Art project. Our final assignment was to build an environment. I had some fun sculpting the island and creating my waterfall and water materials. I also enjoyed making the material for the island and using vertex paint and mesh texture paint to blend materials on the mesh. I had a lot of fun on…
Hi everyone! I have been looking to do some skybox art myself and I have some questions about the workflow, specifically about how it is all set up in 3d. Say, I would like to do a skydome with some layered clouds. I prepare my cloud alphas in Photoshop, then strap them onto mesh cards in my 3d package and arrange into…
more updates.. rigged.. playing w/ cool poses.. there are issues w/ the rig, but I'm doing my best on that... @ Joshua-- hey man.. I hear ya on the glowiness. the texture bleeds out a bit and the texture get's a little muddy... It has a bit to do w/ the shader I'm using.. I will probably end up going back to my original…
hi david , vray was the render engine that i used , for car paints i used shellac material ,for the lighting i used HDR light studio to make studio hdri map + 1 direct light to get nice shadows + 1 vray light plane with a gradient effect then all you have to do is playing with your passes to get the best result here is my…