Thanks for reply. I'm assigning skeleton and painting vertex weights of the mannequin on the custom character, so i don't have to retarget animations from Marketplace. But the most important thing is I also want to animate my own stuff on that rig. I know I can just animate on the mannequin (with bonebreaker etc. its…
What you are suggesting is perfectly right. The real issue is how would you render ever changing lighting in the clouds , Light scattering , rim light effects , Atmosphere haze. Unless you you doing a kind of simplified style. Not sure what you mean with moving terrain although. Usually terrain doesn't move anywhere except…
Hello all, it's been ages since I've been on this forum! This may seem kind of convoluted, but I will try my best to explain my question. I am looking to blend two height materials to displace geometry on a mesh using the vertex painting. I have seen examples on the forum that show how to create material blending using OSL…
Try locking the normals prior to export. Failing that, might try turning off Mayas whacky face weighting in the options, that can override any correct normals if they are unlocked with questionable face/area weighted normals. So depending on the ecosystem you work in, you may or may not want that following things around.…
Last version of UVpackmaster2 pro have a feature "align similar" in "advanced option" dropdown. (Blender addon) it finds similar UV islands and try to stack it one over another . I only tried it in Blender and it's not 100% reliable still works pretty ok imo. Sometimes you have to manually select islands and push "select…
On this project I've really stressed making good UV unwraps and layouts, after several iterations this is the version I'm most okay with. These forums, Lvl 80, and the Gears of War art book were really helpful - so thanks to all of yous! I also have the prop all rigged up, including IK driving the ornament. The ornament…
Thanks guys for the comments! @Kid.in.the.Dark Here's the setup for the grass. Not very complicated, the SSS color is quite important I think. The shading model is set to two sided foliage. I used a generic blade texture I made in Substance Designer and generated some variety for the blades with UV mapping and using 3…
Get rid of skylight and use the environmental colour found in world properties/lightmass. Skylight is deprecated old tech, it was used before lightmass came to be. Blotchy shadows on the ground are because your lightmap resolution on the terrain is too low. What exactly do you mean that lightmaps are disabled on your…
It's set to centimeters in the scene I was working in, and the pipes were being used to create some electrical wire, so the r value was 1 (tiny!). I shift around between, mm, cm and meters, depending on the scale of what I'm working on and how accurate it needs to be. (Ain't the metric system grand) I assumed it was with…
*****SATURDAY UPDATE***** Adjusted my lighting a bit more, though my Asphalt is coming out a tad bit dark, I would just need to adjust my lights a bit more. I also add the start of the Store Front. Here are just some renders of my Asphalt Substance. They all come from the same SD Generator that I brought into UE4. I also…