⚒ Spectre Divide - Vehicles ⚒ These are some Vehicles that I made for Spectre Divide while working at Mountaintop Studios. One of the great challenges of the art style was that, being a tactical shooter, we had to make all cover in the game conform to a box shape with straight edges for clear player sight lines. That means…
So I need to rig up a human heart, the animation is relatively basic, but I'm not sure about the best way to go about rigging it. I thought i might try something using clusters, but I figured I'd ask here to see if anyone's done it before. It's going in to UE4, if that makes a difference. Thanks!
I won't say anything about MCG at this moment. You could find out about things going on if you look at the roadmap or join beta. For DCM, we are still developing it. We added additional channels that it can digest recently with the edge weights and edge depth.
Initially there were no smoothing groups (hard edges) and that's what gave me the dark areas on the ouput normal map. Once I added a hard edge to the meshes that got rid of that error. I'll have to experiment a bit more with it and see if I can narrow down the problem.
Well then you got me. From my knowledge edge padding will bleed into other shells which causes issues. I guess there are ways to get normal maps to render properly without edge padding, or at least vary little. I am not aware how though.
Just to doublecheck since you included the Edge icon in the example code, you want to use a different, custom file with alpha, right? Otherwise, you could just use button theButton "btn" pos:[25,29] width:24 height:24 iconName:"Common\Edge"
UV editor window, on the right side under "Reshape Elements" click "Straighten Selection". It should straighten all of the edges and get rid of the slight bowing. You can also select individual edges and use the "Align Horiz/Vertical in place" inside of Quick Transform tools.
Do you have problems with the scene texture being clamped in the 0-1 space (and therefore resulting in black borders) when the model's edges are near the edges of the screen? I'm asking this because I whipped up a similar shader myself yesterday and had some problem with it.
I think that's a trick of the shading and a freshly cast, bare metal part that makes the 3d edges look softer and the real edges look sharper. Compare the textured wheel with 844's boxpok. The design differs a little, but the basic radius of the hole rims chamfer seems to be the same
it's cute! I like the style. my suggestion would be to frost up the edges of the windows, add window/door frames, and maybe a little bit more snow on the building itself? I like how the planks in this reference have snow along the top edges. it adds depth