In Substance Painter, go to the Viewer Settings tab, and under shader, change it to "PBR Metal Rough with Alpha Blending". This will allow you to adjust the opacity so its not just on or off. This will look cool. If you're looking for a cool way to do ivy, check out http://ivy-generator.com/. It's not very good for games,…
If I may throw in my 5 cents... On every screenshot you've posted the shadows look WAY too dark. So the trunks appear almost completely black. Try adding Skylight to your scene to illuminate shaded areas. It could help to blend your scene together and maybe the trees will look a bit better. Also, I assume you are using…
Cute art! For the dog, I would be weary of blending the brown and white fur so softly. It looks like you've used the blur tool and it doesn't really work well with fur colour in this instance. It looks like the mouth cannot open, which would prevent the model from working. The chipmunk is super cool! The horse is neat as…
smoothed support edge loops usually do a good job, and can even replace normal maps... letting you texture with tileable and vertex blends in most cases, reducing drawcalls and improving quality for some assets.. if it goes in some game...You do gain triangles but its 2019..also make a good use of LODs ;) Same geo for both…
1. pass 'tile_base' into crop node 2. set input size 3. use transform transform 2d to stretch / offset to fit square; or manually crop greyscale pattern in 2d view 4. apply histogram scan to original shape to generate tiling mask 5. blend tile sampler output with tiling mask 6. adjust tile sampler x / y tile amount for…
Uhh, because it's a visible part of the game? If that's inhouse, their artists are lazy as shit. If it's outsourced, the lead in charge of that outsourced content is lazy as shit. There's no way to miss that. None. You check every single texture. I caught multiple issues on Forza 3 that our vendors had returned to us.…
No I'm saying, without a lightmass bake, you won't have reflections from the reflection captures. Only static and stationary lights makes reflections, in their baked state. You could work around by using externally captured environment maps, or by capturing them with hand inside unreal (using the scene capture cube actor)…
hey what i mean is due to the curvature of the strips you'll always be able to see 'into' the hair volume right down those planes when you view the head from the front. you need to angle the poly strips differently and/or add a lot more of them to blend over those gaps. easiest would be to make a solid underlayer to create…
The stage looks great, but the UI doesn't feel right... Right now it looks like you added the UI in the last minute and it doesn't blend at all with the rest of the game. I personally would get rid of the user icons and just leave the HP (?) bars and score. Or just the HP bars and have the score and user icons show…
..It's probably possible but it's likely to be a horribly dirty hack. Loading and unloading an animation clip on the fly while the timeline is playing sounds pretty nasty to me. I'd guess it'll be laggy at best. Why exactly do you want to do this? If it's to test how animations play together then surely you're not going to…