Depends on the object. I normally do it without and if I find I need a cage I turn it on. The cage is nice because it allows you access to each of the points so you can noodle them around to fix problems (or cause them heh) When I add a cage I normally end up resetting it and pushing it back out. For some reason the…
Unhelpful comment but it should just save it by default? I'm not massively familiar with Procaster but for the most part i've always seen VOD's saved. One artist whos livestream i watch initially had lag issues but fixed that by dropping the fps down to around 5, it really isnt too bad to watch but it influenced…
Cool, do those barrels have a spec map? You could probably slightly reduce some of the overlays from the diffuse and instead crank the contrast in the spec to get a more metallic look. It's a bit too matte at the moment. Also be sure to pipe a value into the Spec Power / Glossiness node that's higher than the default 15. I…
Hey Stefco, first - I find your guide really helpful and thank you very much for making it. How do you get the photo of the default item for the concept? And by which parameters do you make the proportion lines? and by the way, if I want to get better in concept arting (mostly of items) what exercises on paper should I do?…
Trim Dynamic can get that effect. Keep in mind that most of the planar and trim brushes in Zbrush work off of the initial normal you start drawing from so you want to find a good angle that already exists in the slope and use that as the starting point. Try Trim Smooth border. It's not loaded by default so you have to…
@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…