Further update for those interested. my second day with this has provided some flaws mostly the UI, they seem to love loading screens and you find yourself having to sit at a lot of loading and menu screens and game saves. like for mini i took my first real stab at the mini games last nite, so far i've unlocked dawn of the…
You might want to enable tessellation for the material to get sufficient geometry and then put your data (heightmap) into world displacement input https://docs.unrealengine.com/4.27/en-US/Resources/ContentExamples/MaterialNodes/1_11/ I only see practical use for this for cinematic or maybe very large characters.
Hi, icegodofhungary Thank you for detailed reply and sorry for the long wait. Is it a bad practice to use meshes instead of decals? I'm using Unity 2019.1 and it has poor decal system. So I'm using meshes quite lot. E.g. it's a flat mesh
That's fine if this is just a portfolio asset that doesn't require lods, but in production, gradients are not really ideal. Maybe even true for just LOD0, but for any other LODs, gradients will break the model since shading will change as you LOD. It just really isn't a great practice.
A face i've been working today just to learn more about the delicacy of female face. An update. I will finish this face here, for next weeks i will do a couple of busts, i need practice eyes and learn more about hair.
Those are two separate things, multitexture vs decsls. Neither is dependent on the other. There is no standard practice, it all depends. Channel-packing decals makes sense sometimes, but only if you want to apply a single color for each one. Channels are each grayscale.
Don't use your own concepts. Work off an existing, someone else did it, concept art. You can practice your design skills separately, but your ideas are not holding strong muster in 3D. Your space marine guy is an example of this.
Raise her arms to a higher A or Tpose straight up. Makes rigging less of a hastle when you don't have to have the arms fight for the skin weights on the legs. even if you're not going to rig it, this practice is to make your rigger's life better.
A short behind the scenes about the costume design The most interesting thing is that the glowing lines on the suits are a practical effect and not added in post. And the electronics are hidden in the new disk design. [ame] http://www.youtube.com/watch?v=Fb--VqtpnOQ&feature=player_embedded[/ame]
As someone who is looking to up his posting count significantly this year it is great to read this post. It confirmed a lot of what I was already thinking and I learned a lot of new practices also. Great read all around for posters new and old.