hey dude I did a couple quick paintovers of the desert scene, mainly focused on the ground. it needs more variation. in a game, ground and walls ususally fill 80% of the screen so make sure they look ace. blending in some grass and sandy rocks would really help break it up. the only other thing I did was boost the levels…
It's easy: <font class="small">Code:</font><hr /><pre>Shader +->[Diffuse] (or [Self Illumination] if you want it fullbright) Combiner (set to multiply) +->[Source 1] | Your Texture goes here +->[Source 2] Envmap (aligned to camera space) +->A Cubemap with a black backside and perhaps some grey on one side </pre><hr /> The…
Mmmm, I've pondered it a little, but haven't had time to do any more than that. Scripting wise I think it would go down something like working out the maximum angle before the Red and green fully swap or invert (I'm guessing 90 degrees), then taking the users chosen rotation and blending/inverting the channels by a…
Looks mostly fine to me, but others will have more experience with this. You could shift some of the "loops" of the upper arm towards the shoulder (but still retain enough to allow for internal/external rotation of the humerus). The topology on the inside of the elbow could follow the folds even more so they can be skinned…
i'm using the roboblitz UE3 edition here and am wondering about a few things. alphamaps - what would be a nice way to render 8bit alphas mapped to planes for character hair in UE3? nicely lit and able to blend in with the underlying head geometry, shader-wise. all i can come up with is strangely lit things that look like 1…
We have five models that have already been created that need to be modified for our needs: 1) Blend Shapes for eyes and mouth. Attached screenshot of simple (8) and complex (15) blend shapes Simple: https://www.dropbox.com/s/hiif50dr57lwoep/shapesSimple.PNG?dl=0 Complex:…
Hey guys, i made some tiling floor tiles in zBrush. I sculpted them with some very soft damage and then i baked my maps and textured it. this works fine and looks good. But now i want to make a damaged version from them which i want to blend later over in UE4. My plan is to take my previous sculpt and make a heavy damaged…
Would it be possible to code the following. You make your normal cage. Export it to this tool with your other assets. Said program would then do a series of normal map bakes that start with baking with the cage unenlarged/pushed. Then going out gradually to your cage, with each step rendering out a normal map. Then going a…
It really depends on the engine and the game. Usually static meshes/objects can be animated in engine without bones but often it unlocks a lot more tools if the object is treated as a skeletal mesh. Even as a simple one with just one joint can unlock certain skeletal mesh tools that just aren't available to static meshes.…
Of course, for example "https://www.artstation.com/artwork/B34gJ9". As you can see, the level of detail is pretty damn good, while mine using also 4k textures is not that detailed. Right now the uvs are like this, with a uniform texel density of 20 px/cm and more padding in between uvs shells to avoid bleeding.