Hi! I think it looks cool :+1: Points I think could be improved further: * I agree with Noren that materials all read very matte and some variation in reflectivity would be nice. * Boxes look too repeated in my opinion and their construction is a bit cartoony/ simple. Could create a set of variants, constructed slightly…
Hi, I'm hoping somebody can help me solve this issue I'm having in Maya 2016. I have a rigged character that has corrective blend shapes driven by the joints. I'm exporting to UE4 and everything exports just fine; the meshes, animation, and blend shapes but the actual deformations from the blend shapes don't. I can see the…
Hi everyone, I'm new here. Wanted to share my first Unreal engine project- Diorama. I started this project fully motivated by the beautiful dioramas of Anya Jo Elvidge ( you can find her here: https://www.artstation.com/anyatheartist). It was a big challenge for me because Unreal is new to me and I had to understand what a…
Well I don't see what is so ugly about it. To me it looks almost the same as the highpoly model, which is the desired result no? its not quite as smooth as the highpoly, but i dont want to add any more geo if possible. I know the standard shader isnt that exciting, but since I want to sell it on Turbo squid as a game ready…
- open the hyper shade - click on your objects material with right mouse button drag it down to graph network - now in the window below you should see a really simple material network. - open you outliner ( default h) - find your object - press the little plus on the left of your object ( might have to activate shape view…
look at these: http://www.torfrick.com/ http://testroete.com/ they have different approaches in their portfolio. the second portfolio has more stuff, but the first stays in mind.since its art jumps right into your face. and he really presented his stuff. concerning your shading question, i`d try the xoliul shader in…
Interesting move from Epic to acquire Shave. I hope this will lead into some progress on xGen. https://www.unrealengine.com/en-US/programs/shave-and-a-haircut/shave-and-a-haircut-v9-6-for-maya [mod edit: because I hate fun, I changed the title to be more informative}
Those are back faces. Flip the normal on the back faces (in the shader). Not sure about Unity, but in Unreal, there is a node called 2 sided sign. It returns 1 for front faces and -1 for back faces. And there you can use this node to detect and flip the normals on back faces. This would simulate that you have actual double…
How do you rather unwarp those kind of shapes? as continuous as possible or would be better to cut it to have small and easy shapes to fit the uv layout? Like here with those big flat shapes, the green lines are seam to illustrate what i mean by cutting them in smaller parts.
Draw calls are per shader pass. So in forward rendering, that tends to be one per pixel-shaded light per material per object. In deferred renering, it's generally one per object, and then one per light in the scene. Batching can help optimise that by combining polygons from multiple objects with identical materials…