Is the issue that you're having, is that it just "SNAPS" to the direction without interpolating? Because unreal pawns do that by default and its pretty annoying. Ha! I'm not in front of unreal at the moment but off the top of my head there are three setting that you almost always have to set before you can start working…
After seeing Ankit Garg's redesign of Link from the Nintendo series The Legend of Zelda, I decided to redesign the goddess statue from the same series to be my hero assets in the scene. https://www.artstation.com/artwork/bg0LZr (The Goddess statue from The Legend of Zelda series) I am aiming to redesign the statue as a…
Alpha blended transparency won't suffer aliasing problems but it will suffer from sorting issues - eg. with foliage between the camera and the powerline It's also expensive to render (granted there's not going to be much screen coverage in this case) If the op is happy to fiddle with shaders there are a few options…
Good progress so far! The new tiling materials for the floor and wall you've gone with definitely help. Like @Eric Chadwick mentioned, you'll want to look at blending textures (via resources such as the link he provided relating to LOU2.) Even at this stage, you could explore Vertex Painting (this video is a…
Hi guys! I am learning about 2 ways to texture large landscapes. Mask creating and terrain creation not a problem. I am more interested in texturing workflows. If someone who is pro can gave some good tips, pros cons what is usually for both terrains for games or in 3ds max, Blender. If I have 5 masks and textures for…
Over the last few days i have implemented a few more blend shapes. I have found it very easy to go blend shape crazy and add corrections and little movements through out the body. Little things like stomach inflate and deflate when rotating the chest up and down, skin creasing on places like the elbows and neck and good…
This may depend also on the used topology.. also on the reference there seems to be a smaller blend/round/fillet than the shown wider (angular ) bevel/chamfer (depending in which app you are more familiar with).. so the left one has no weighted normals (almost no difference; at least with these options) and i tried the…
Time for another update on this project! Been focusing more on environment materials for the ground since my last post as I want to practice a bit of designer materials. Took some time over the christmas break to make a leaf generator using splines and shape splattering. This is the progress so far, but I think it would be…
It started to seem to me that shaders codding is one of this "web things" too. For a while we had shaders done after my and other artists requests and ideas , blender nodes constructs, blending modes , what multiply/add to what and in what order and why. Which way to do proper height blend without blur involvement etc. And…
Might struggle with material blending and landscape in this. I did some research on Gaea, and it seems like the best option for making the overall landscape. For the ground around the trees and face, I made a simple cone mesh to better blend the elements together. Started messing around in SpeedTree to get a base mesh of…