Don't have a working speedtree license right now, so can't look it up but you can adjust uv positions and scale. However the workflow for your example is usualy the other way around. You use single textures and then when you export the tree you have the option in the speedtree UE4 compiler to create a single atlas from…
The painted area certainly looks more realistic with your adjustments. There is a really distracting texture seam on the Zebra's grip, visible in your bottom most render. I'm wondering if you baked normals from a high poly? In some areas such as the trigger, it looks like the edges are using baked normals, although the…
Ken, thanks for posting and clarifying that stuff. The whole subscription thing leading to annual releases is an issue many people won't even know about, they think of the package as a one-off buy for themselves, and thus get confused when a new version comes out (what seems like) shortly after they bought their version.…
Updatou! Quite a lot done on this weekend so far... I've tried to match the concept in lighting as much as I can atm... it's still off but I think this will do for now... if the lighting absolutely sucks tell me please LOL So here's what I've done to for this update... - Re-lit / post process adjusted the entire scene. -…
To elaborate slightly and to give an example. This village I am talking about will feature 10-20 unique buildings with quite a lot of duplications and modularity. However I would like vast variety in elevation to the village, I would also like dedicated paths, stairs, streams running through it and perhaps others that…
Partially post, at the most unfinished content fixed up between gold and launch. Even the character itself is in the game and the whole shebang was confirmed quite early. It is by far the best consumer power there is; to cry on the internet, there's nothing to stop bioware from adding a few months and create a more…
Thank you all so much for the feedback. Since the most recent system cycle when I started doing 3d was GC/PS2/Xbox I never was really forced to work below that. Loud and clear about the texture size >.< Also chalk another one up to not surfing over enough reference for an object I know only shit about. Major fixes - went…
That's an interesting idea and website. I think part of what separates actual coding vs. art is the final deliverable product. Anyone who has done outsourcing or freelancing knows that the client will always want iterations on the work. Code is code - does it work as it is supposed to? Not to say there aren't a lot of…
I like the attempt at squash and stretch animation, but it's looking kind of weird. It looks like it is at its most stretched position while it's hitting the ground. Or your squash position is so short lived that it is completely lost in the frame-rate.