Day 76/360 of my art challenge: I explored the Coordinate system in Blender. Blender uses a right-angled “Cartesian” coordinate system with the Z axis pointing upwards. The Cartesian coordinate system defines the position and orientation of any object in 3D space using three numbers: x, y, and z. The X-axis indicates…
Hey there! I'll second (or maybe third?) what everyone else has said. I definitely think looking at some references for the time period and location you are looking to emulate will help, as well as playing around with your lighting and color composition since the brown on brown is making everything blend together, when…
Yes, I would recommend custom vertex normals for baking normals to any engine that supports them. Whenever there is geometry in the transition between two flat faces on the lowpoly, like a chamfer or a curved surface, like that chamferbox to the right at 6 minutes in the vid: ( https://youtu.be/_kONIPr_gBM?t=362 ), you can…
Thanks @sprunghunt After more testing things out I've learned a few things - some of it probably just caveats of unreal. So unreal is by default creating a physics asset for skeletal mesh characters. You might not always need it, however in my case I use it both for ragdoll physics plus I also use it for body part hit…
enable antialiasing and padding/diffusion on your bakes - that will eliminate most of it. anything that remains is due to UVs not being straight or your textures being too small. baking at a higher resolution than you are working out can help, but you'll get the most benefit from arranging your UVs so that as many edges as…
Hello Half Asleep, Your assets look pretty good but here are some of my thoughts: Your compostion is boring to the viewer - overall very symetrical (centered asset…right at the horizon line).Your trees are all the same scale and distance apart from one another…giving your composition a very uniform feel, and lacking visual…
Is this straightforward with Blender? In my experience editing the epic skeleton in Blender is a bit tedious: Seems the bones axis are different than in the app the skeleton was created in (Maya?). As a result the bones are not pointing towards the next joint in hierarchy, but are rotated by 90 degrees. Also makes it hard…
you can read input on the player controller and dispatch. Then, any pawn that is active can manage how it will respond to those event dispatches. You can either pass the key struct with the dispatch, or you could read input actions/axis and dispatch those events specifically. In other words, think about the player…
short answer is no longer answer is: both nodes generate UVs internally and thus do not take UVs as input As to whether it's possible or not... I don't think I've ever seen it done - parallax mapping in general doesn't do well outside of planar surfaces so while I suspect it could "work" I would expect a lot of artefacting…
So, I am at a bit of a loss here and was hoping somebody here can help me. PROBLEM: When I am creating a control rig in UE5 (new feature) I am unable to get the IK bone chain to work properly. No matter how many values I mess with in the Primary and Secondary bone options, I can not get the bones to line up. I have been…