This will save you hours of frustration. There is a lightmapping issue in UE4 that can't be resolved no matter what you do. It means modular seams on clean pieces will give shading errors. No amount of fiddling with lightmap UVs will solve it. It's a known limitation of the engine and is stated by Epic. Another trick is…
It really depends on what this is for. When you're working with an engine and you start talking about switching parents then you almost always need some kind of engine code handling the transition. So basically there are three ways to handle this (that I can think of, off the top of my head). 1) Biped Prop Bone Add a prop…
I did a ton of it in college. You'll want to build a little press out of a few pieces of plywood and the special screen hinges. it makes doing this stuff by hand much more manageable. the shirts we managed to make were pretty professional and clean because of it. i'm sure some small presses can be found or perhaps those…
This is the most glorious emu I've ever seen! Seriously, there's nothing I don't love about that underpainting. The brushstrokes, the color choice and blending, it's so lovely I wouldn't bat an eye if you called it a day already. Quietly subscribing here hoping to see more of your style.
I'd like it a lot if within zBrush I could (vertex?) paint different maps at the same time, using or not tileable stuff! So either use textured alphas... either tileable materials.. That way you can, say.. scatter some mud, all height blended etc.
You could build in in your shader multiple cubemaps, and then use world space mask or vertex colors painted directly in editor to blend between areas. Additionally you always could save multiple cubemaps/masks as R+G+B+A texture, and then tint them inside shader.
I don't have the exact process, but yes, that's about how I got to that grayscale texture. There probably were some more minor steps which I don't remember. I didn't need the color information anymore because I blended multiple wood textures for the diffuse.
Take a look at the silhouette of the animations and see if it's still readable then. I think you'll find that a lot of the poses aren't clear because the big boots and skirt are blending in to each other a lot. some for the arms and torso.…
Love the overall design but somethin really bugs me about her face, eyes to be precise. On close up her face is quite, yet on full body shot it looks creepy; maybe try to pronounce eyelashes more, add tearline to blend eyes in and rework eye shader?
Looks ok, the alpha blending looks very harsh on the eyes and the textures seem to be lacking colour variety and detail. Can you get better lighting and a nice ground to present upon, then get a good shader with specular/reflection and sss on your plants and it would look more impressive.