You may want to try and work with some post processing in UE4 to help with your lighting. Also, you may want to revisit your wood material. It is feeling very flat at the moment. The lighting isn't helping that either. Did you bake the lighting yet at all? All of the objects look like they're floating on the floor because…
A-Train, in UnrealEngine3 polygons with any type of alpha can have normals, specs etc along with shadows. Make sure u have the shader set to Translucent (if u want to have smooth alpha) and that your alpha channel (or image mask) is plugged into opacity slot. Also if u will ever do projected decals and will have issues…
You don't need to do all that work. Just add the presets attribute after your attribute.delete objects
sphere pos:[0,0,0] AttribHolder = EmptyModifier() addmodifier $sphere001 AttribHolder ca = attributes Kneescale
( parameters KneescaleP rollout:KneescaleR ( slideKneeSc type:#float ui:(slideKneeSp,SlideKneeSl) footRoll…
Froyok many thxs for the quick reply,love your work. the repeat keys i will need to see later i test some now and most work;P i deleted those 2 lines and windows still pop in top righ corner. you can see if i made all right global proc froTools3() { // if Window exists already delete it, so you cant call multiple windows…
What about this idea, using the bolts/box example in the first post. What if you scaled the bolts down do they were super flat but still retained some of the their slope information, say about 5 or 6 times just to the point that they would fit under a cage that worked well with the edges. Then, in a program that allowed…
The assets individually look really nice, but I agree with Nam, its looking flat as a scene. Some ways you could easily make it have more contrast and visual interest are as follows. Spend more time adding specular highlights, as well as edge grunge, its coming across a bit to clean, some Shooting Range related posters…
Whenever I see example of vertex colour/blending it's always used as a sort of gradient. As for decals I'm convinced floating decals would be too messy and add 100+ tri for what I'm wanting. It's good for flat surfaces but it gets awkward when they have to wrap around cylinders etc So if painting to UV2 is out of the…
You also need to take into account bone LOD/culling (if your engine supports it). In bone culling you start losing the end of bone chains based on distance. If your model is in more of a relaxed starting pose you can actually start LOD'ing much sooner. This is particularly true with hands/fingers. It helps against the flat…
On the crate, you would save a lot of polys if you made the end bits floating. They do not need to be extruded out of the main shape of the crate. Then less polys would need to be spent on the flat surface of the crate it self. Also you would only need to unwrap one or two of the end bits. Then just copy them across. The…
Hey Polycount, Releasing Quadify Ultra today, and wanted to share it here since this community has always been where serious topology conversation happens. https://youtu.be/1_7xRSyeLUc What it is Quadify Ultra is a retopology addon for Blender 5.0 with an ML routing engine. You select a mesh, hit Ctrl+Shift+Q, and it…