Planning on putting a windy scarf attached to his neck, made of voxel particles that pull toward a point in local space. When the character moves, the emitter can be rotated in worldspace to oppose the player’s movement direction (and perhaps rotating to a specific direction during idle). Scarf and custom animations coming up next~ wish me luck!
Does anyone have tips to share on getting lighting right for cartoons in UE4?
Hmm, I downloaded the Marketplace Submission Guideline’s mannequin, however, I’m getting these results and an error stating that the skeleton does not match the engine’s.
Currently stumped… I made a PhysX Clothing APX for the scarf, but it seems to be stuck in a whirled position on the skeletal mesh; and also it does not scale with the player’s character and appears 1/4th the size on the avatar. I notice the UVWs are being displaced, as the bottom-section of the scarf is is no-mans-land in the UVW space. Does anyone have any ideas before I make a support thread elsewhere on the forums with details on my export/import settings and pipeline?
Edit: Thank you for the tip HeadClot Zach’s my art intern at Voxelnauts. I use Qubicle also.
The default FBX import settings for 3DS Max have “convert bones to dummies” checked, so that on export the skeletal mesh breaks.
Choosing from which corner to draw the UVW coordinates are a dropbox selection in APEX’s Clothing tools.
now I need to figure out how to apply wind in UE4 to affect the scarf! Placing a 'wind directional source' does not seem to affect the PhysX clothing on actors out of the box... hmmm wonder what the method is for this
Inspired by John Su’s character design for Voxelnauts (and clothing assets that I helped create for characters in Voxelnauts), I’m working on developing my own. I’ve remade the design to give the player character more defined body shapes, proper proportions(with a different head-to-body ratio), and a completely redesigned head with defined cheekbones/mouth/hairshapes/ears/etc.
If you are curious about how the shapes for the body are made, I created pixel-based orthographics to extrude/piece together to create basic geometric shapes in Qubicle. You can then refine the shapes and textures within Qubicle, and you can readily swap pixel art between Qubicle and Photoshop via Copy/Pasting in ‘Slice Mode’ in Qubicle. Attached are some example orthographics for use with voxels and characters~~
You’re welcome. There are more advanced techniques that I have invented for working with voxels, perhaps I should get together a tutorial for this stuff.
I’m off to make this hero a mount! I’m thinking of a Locust or Cricket
You’re welcome Bhanshee Qubicle is great~ MagicaVoxel is also a solid alternative with a more userfriendly UI, but Qubicle definitely has the most features and polish of any voxel editor currently.
I’ve noticed that there is an art director needed in Trove-land. Wish me luck~
Animating this "mount"ain lion tomorrow along with some VFX