You can either use a Landscape spline actor or just a normal spline mesh blueprint that has your plane on it with a tiling material. You would also probably set material applied to include Pixel Depth Offset so that any intersecting edges on the spline will dither blend the mesh into your ground or landscape. The seams…
your doing something that most people do thats real easy fix...with your ground blends...your blending between sand, grass,stone straight which leads to a very blended look. what you need is a structure more like: sand - sand with clumps of grass in - grass - grass with the odd stone in ___AND___ grass with muddy patches -…
6000 is pretty excessive, particularly for a palm tree which are usually the lightest in tri-count demands. I'd tend to say under 2000, 3 max. Unless the game allows someone to climb around in the canopy, I'd trim back some of those loops that run down the leaf stalk length-wise. It's almost getting a toon look due to the…
Hello guys, asked me in artstation how I've made the coins layered on top of each other, then I decided to write here the process. Here are the part of the graph to do the pattern: After the shape is done, in the part 1 I just use the Histogram Scan to create a alpha. We will need this for the Tile Sampler Color: In part 2…
@daniorrr, I like the set generally overall but I think a few things could be improved. For the bow, I think mirroring it side to side would be better. The rotated wing makes it a bit hard to read.Looks like it's flipped upside down from one side. Also I think you could highlight the edges better and it would read better,…
Well sir... your characters... HAVE CHARACTER :P This is some really cool work buddy, I think the only crit really I have (where are the wires?) is you need to rethink your UV space just a bit. For example, that gold lock on the chest has about 2/3's the space that the chest itself has, and there is no need for that. Also…
It doesn't seems like magic and should run on really low level hardware. Basically it seems to be based on the two blending modes: blend: a*t + (1-a)*f add: t + f where t=texture, f=on screen fragment/backbuffer, a = alpha of texture If you take a premultiplied alpha texture with t'=t*a and use the standard blend mode,…
Most don't but it is becoming more and more common. Valve uses vertex animation/blend shapes, a recent star trek game (forget the name) used them too. The point I made was that blend shapes are easier to animate, and you can set up a bone rig to follow the blends. The advantage of this is that if you're having trouble…
Hi, cool project! I would say if the goal is to support a moba/ rts style gameplay, the environment has to much contrast overall. Ideally have some units/ heroes in there throughout the creation process, so you can balance everything in a way so the gameplay elements read well. Perhaps you can add some parameters to your…
Thanks a bunch @Eric Chadwick ! So as I was trying to apply your advice I noticed that my height maps are actually being disregarded completely, haha. The landscape layers are set to no weight-blend and the layers in the landscape layer blend node are set to LB Height Blend, so I'm guessing i messed up something in the…