Testing my hair material
dl.dropboxusercontent/u/4817133/UnrealForums/TracerHairLite.gif
Testing my hair material
dl.dropboxusercontent/u/4817133/UnrealForums/TracerHairLite.gif
Looks great Too much shadows on the trees maybe?
Looks cool, try adding sky light to brighten shadows.
I would like to take look at yours shader MiDaEm, any noise problems ??
Thanks for the tip, I’ll give it a go
Shader? as in material? Which one would you like to see? I haven’t noticed any noise problems…I knocked up quite rapidly last night and wasn’t paying much attention to detail. I’ll progress further tonight and check.
Thanks! I’ll try to improve tonight
I like the anisotropic look and i am curious is that trick with the normals or something else. I tried to achieve similar effect before with both imported normal and one created from texture coordinates node but both solution looked good only up close and created huge noise problems at distance, only solution i came up with was distance blend affecting normal strands density
Oh well i guess you did the art part better than i could . If its just good normals i guess there is no point in showing material setup but thank you, also good job on Tracer
No noise problems i think
You can see the thread for more info soon
.unrealengine/showthread.php?60501-WIP-Hair-Material-with-anisotropic-reflections
Lol, whoops…I thought he was talking to me
Sorry for confusion, BTW your normals are also very good as well
Thank you
?v=y2emQaa-ueE
holy **** just found super mario on UE4!
Showing some updated animations, lights and scenario :).
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is another game environment we created for the game Defender of the : Shipwreck
vimeo/122627742
Shipreck modular models
vimeo/122655498
Non-locking Spline Lock
As my first foray into UE4 development, I’m working on a side-scroller/platformer with a path mechanic like Klonoa/Pandemonium.
I had something similar setup in Unity, using a commercial spline plugin, and I wanted to see if I could translate the mechanic to UE4 using the inbuilt spline system and blueprints.
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I’ve got the player setup so they can find and attach/detach to the splines freely, hence the non-locking part of the thread title, unlike some of the other spline path tutorials/examples I’d seen where the player appeared to be locked to the spline and you needed a continuous spline through the level.
Still needs work on the player orientation when on the spline, as you can see in the video when the player runs backwards on the spline when we move in the reverse direction
But I’m very impressed at how easy the blueprint system was to get my idea translated from Unity to UE4.
WIP shield for lead character