Hi! I’m a first-year game development student working on an Unreal Engine 5.6 project, and I’m trying to create a stylized portal shader inspired by Ratchet & Clank: Rift Apart . My goal is to achieve: * a glowing outer ring, * animated radial lines/filaments, * a deep inner portal/tunnel look, * subtle movement so it…
okidoki Thanks for interesting links but still sounds like a toy not very relevant to actual game art production. Same as Metaballs. Rather an interesting toy. I am for example still waiting when Designer would get any convenient manual touching/finishing tools or otherwize Painter get something like node based level of a…
Hello there, I am currently working on a back for weaver. I have meshes and textures done but am struggling with the skinning process. I work with 3ds max, this is what I've done so far: - import weaver skeleton and back mesh from smd - import my lod0 mesh - apply skin modifier - add all bones, that the original mesh uses…
As i said: none of them contains those old SDF nodes. They have new one SDF which are complitely different thing. FTP with old builds no longer contains any alpha versions at all.
Hello to my fellow polycounters! I’ve been working on a character in the evenings after my day-job, in hopes of pushing my portfolio forwards. In the past I’ve either had a fairly generalist portfolio, or the chosen designs were not visually strong. I’ve reflected a lot lately, and decided to push forwards with a stylized…
In setup mode, Click on the ankle (which is the root joint for the foot) and in the command panel under the modify tab, set the number of digits to 1 and you'll get a toe bone, add more digits and you'll get more toes. If you need another bone in the toe, click the toe and click "Add Bone". Clicking on a hand will let you…
When I convert my mesh to a poly, none of the bones work anymore. Any way to keep them parented? I only need to convert it into a poly to apply more than one texture.