@JordanLeigh: Nice start @Jalfish: It looks like the top of the eye is far too exposed. If you pinch the outer portion of the eye to be more inline with the concept it will really help the form of the head. I like the body volumes! @independ-hans: The Zbrush camera lens default is 50mm. You can change this under the "draw"…
I see, so that means when exporting these assets or rendering them for video their default appearance is 1 and not 3. Also if I understand right. Baking is the process of creating normal maps to project the finer details of a high poly mesh on to a low poly one? Last thing just to check as written in my original post did…
This might be irrelevant to you, but I programmed particle systems for a game in a custom 3D engine a while back and noticed that adding sound changed the perception of the explosion quite a bit, even if its not sound design you are working on I'd recommend just having at least some default explosion sound to replicate how…
Hi ASH. Thanks for the reply. It definitely helped! It's still a bit strange to me that the default grid snapping in UE4 is not power of two because all textures are. According to that you would normally model your assets so that a 1024, 2048 etc. would roughly match the dimensions. If the textures would be a power of 5 it…
You don't need to create multiple static meshes. just drag and drop the material you want to use to the mesh instance. The materials assigned for the static mesh is just the defaults. If you have multiple materials per instance you may have to go into the properties of the instance and assign the material that way. I could…
I'll keep working on it for sure. Maybe it would be better to make the spikes less ornate, remove a few, and scale them up. I could probably paint in details on a more empty surface too. Thanks for the feedback! I'll continue to tweak it. I think I'm going to default back to my earlier design with less spikes as a whole…
Yeah it's awesome... when it works. The problem is the results are incredibly tedious to keep tidy, projecting the mesh creates an extra level of 'nope'. In regards to the Dynamesh, I only made the main mesh Dynameshed and kept the subtractive tools as default from importing. Do I need to convert it to PolyMesh3D or do I…
Make sure you get the gamma and scene-ambient stuff out of the way. By default the Mental Ray settings in Softimage like to wash things out. For quick renders, I like using the Arch. material + a physical sun and sky, or just sticking to image based lighting. There's pretty much a 1-or-2-click integration with sIBL GUI…
That has to do with your camera clip plane distance. It usually happens when you are importing objects or opening old scenes that have a massive scale compared to the default centimeters units. To fix your problem, select your perspective (and other cameras) from your Outliner and adjust the Near Clip Plane value.…
Not exactly what you are looking for, Unreal doesn't really have such a thing by default, but you can try this out, in combination with some translucent or masked material with world aligned textures: https://docs.unrealengine.com/en-us/Engine/Landscape/Editing/Splines Otherwise you could export the landscape mesh as an…