figured I’d share my unreal asset and engine exploration so far
early days playing with what was one of the most exciting features to me the layered material system, came to the same kinda conclusion last year and was impressed and excited about it being an unreal feature
mushroom actor blueprint with point light and localized particle effect, bit overkill maybe but looks really nice in action, just the template dust particle system with some tweaks
and now to check out the cave FX demo, which will put my quick lil cave to shame I am entirely sure
some WiP work, the outer ones are lowpoly bakes,
going to be a hurdle getting them animated because of FBX and blender have motionbuilder which i hope accepts my already made and skinned hand rig, otherwise there goes a large portion of time both wasted and needed to invest in learning motionbuilder, anyone have any proven blender to UE4 animation pipelines? my attempts so far are only good for the first keyframe, then it goes to sh*t for the rest of the animation, all the transforms and rotations are completely off, the rig itself seems to get skinned correctly
so with that in mind maybe motionbuilder will be feasible workaround… while I’m involved in this academic project anyway, However when i plan on doing bigger scale UE4 projects commercially for/as an indie startup, any reliance on autodesk software is unfeasible
hey guys tried replying soon after, but got an error message on the forum and couldn’t post. then that same day had SSD failure, and took me a few weeks to get back up and running. @eric thanks for the move.
thanks for all the positive feedback guys.
here’s some more stuff I’ve done recently since i got my PC back up and running, mostly experimenting with styles and building workflows practicing some things
been experimenting with entirely generated textures
messing around with a quick slapdash 2km area and the vehicle template