Im geussing your system has some kind of animation blending ability? If so its a case of trial by error im afraid, some middleware's react differently and others allow you to overide bones from one to the other nicely enough. But yeah id generally try to go the opposite direction with your blend animations (leaning back in…
I will be blending multiple textures together in the material editor (UDK) and blend detail normals with the main normal map. Same goes for the AO + cavity maps. I'll use alpha maps to blend multiple detail textures together and 2 UV channels (one UV channel for unique UVs allowing me to take advantage of the highpoly…
I'm not sure but if you were talking to me, I do wish to animate a game character on a project. However, all of this animation blending stuff sometimes scares me. Really, how do some games manages to get some smooth transition while the responsiveness still stays playable and why some others have jagged quirky…
I'm not traditionally a character modeller so my critiques may be a bit off. I'll try anyways. The basic proportions for anatomy are off. The bottom of the ear lobe should blend into the back of the jaw. The neck should blend into the bottom of the jaw a bit more. The eyelids are just thrown on top of the face. The don't…
Hey everyone, I guess I have been a little spoiled in terms of using meshed based decals in Unreal 4. The Material settings there let you have access to blend modes such as the "Dbuffer Translucent Normal" which is a nice way to blend only the normals from your trim sheets onto low poly meshes via floating geo. In Unity I…
Sorry if this has been asked, or if this is posted in the wrong area. I'm having issues when I flip and match my UVs. It results in the red+blue blend that tells me I'm doing alright so far. But in some places, the blend will be slightly more red, or slightly more blue despite only having the one blue/red layer to blend…
Hey! Took a look at the file and the first thing I would note, is that the UVs are not good enough. This loop for example occupies only a few pixels - a bad bake is inevitable: Second note would be that the model is currently not very optimized. Lots of geometry that doesn't contribute to shape and shading. Some general…
You mean I didn't place the masked on blend mode? I did place the blend mode on translucent then the mask plugged into opacity which works it displays at 40% but it also affects the rest of the mesh. Unless I'm not suppose to have the window pane grouped together with the rest of the mesh. I figured it wouldn't matter…
Good skinning requires good mesh topology and smooth blending between the joints. Unfortunately, your screenshot doesn't show the topology or the weighting of the area in question. I never use paint weights on lower poly models. I just weight the vertices directly. I made this video clip a couple of years ago for a similar…
speaking of sliders! You guys should give CMYK sliders a go. It gives some very sweet blends of colors. Also if you ever get issues finding saturated light tones for skies and such - open up the color picker, switch to Lab mode all the way up to white and shift from there. It gives great sky colors. And yeah a painter…