one of the transparency types supports shadows - i think it's the forward one. It has some limitations (possibly no support for screenspace AO) . iirc it's comparatively expensive and unsupported in the lower material quality modes but it's probably your best bet you'll have to compromise on something with transparency,…
Hi Guys, I would like to know if there is a remesher in this world that would allow me, to make a decent auto-retopo, of a poly object created from a nurbs conversion. Basically: - i have i have a clean Nurbs multi-patch object in Moi3D - i export it with the fbx exporter into a high quad+tri object - i import it to maya ,…
I bought this game specifically so I could play it the same way I played Far Cry 1 (or at least the half of it I actually got through before it made my old computer start puking everywhere) and Crysis. That is, running around the edges of enemy strongholds, sniping and otherwise stealth killing everybody in sight and then…
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@kierangoodson, the Jim Sterling comment was at me. But yes, I do watch Jim. And everything he says rings true with my experience. I lost interest in games some years ago and all the things he's incessantly pointing at correlate perfectly with my suspicions of why. Of course he is a single, outspoken person who deals in…
I have been researching animations and additives for UE4. I'm making a game with 9 characters (humanoid) that share universal animations (using animation re-targeting). There are 14 weapons. Some are one-handed while others are two-handed weapons (as well as some firearms). I have created animations with additives in mind.…
Hi there, I'm having a bit of trouble with some trees I'm creating for Unreal 4. Just to summarise to clear a few things up; - I've hand sculpted the tree trunks using Zbrush. - I'm not using Speed Tree. My game has a particular aesthetic style. It's also small in scope. Thing is, I'm actually quite a seasoned modeller but…
Sometimes I also use "custom project containing custom assets", and the best way I found is to have both the target and the custom one open at the same time, and use the migration tool to copy content from one project to another. But both projects needs to use the same version of unreal, or at least the target project…
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The issue with this line of thinking is to consider that Zbrush is central to the game asset creation workflow, whereas in reality it is just one small aspect of the whole thing. Sure, some artists may start directly in Zbrush and derive their lowpoly from that. Sure, a lot of things can be retopoed by snapping onto the…