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1/14/19: When Everything Goes Exactly As It's Supposed To

What a damn relaxing day! I wanted to get some cool masks, there was a user who made a few cool looking ones. Wanted to import and export all the bois with their masks on, went perfect when I remembered to apply all transforms. Wanted to emissive the fuck outta the masks to make them cyberpunk, well damn did UE4 do a glorious job! Wanted to make Samus's eyes glow a bit and have her suit more reflective, perfected.

This day was amazing!

The lighting hides the facial cutting problems pretty well. Still gonna have to find a fix, but yeah.

So damn badass!

My rainbow Villains look so cool! All thanks to the masks from Nishigara: https://www.deviantart.com/nishigara/

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Screw it. Armature stuff is such a massive problem for me right now since every single time I added bones or something, it would deform her body into something like plato. I'm done with it. It's not worth it. I'm using a different Samus and will be attempting to make everything more stylish rather than realistic-ish. Expect lots of shader experimentation!

THIS one actually functions pretty well and is editable like the previous models I used. No 4 bones in 1 arm BS or wrongly tilted hip bones.

Even has a few facial expressions for me to use.
The only catch this time is fixing texture seam problems. That seems a lot easier than blindly weight painting and having to mess with bones for each micro part of the face!

Not only that, I already have added physics to her bangs in UE4 on this one because of how much easier to work with it is.

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So I've been looking through lots of boring tutorials to figure out how to apply Samus's mesh without screwing up the textures.
Then also applying to the bone structure for animating.

It took a bit, but I got it! I was able to attach an arm to the hand and close the weird hole that would show up! Subdivide line over triangle vertex point, highlight, then remove doubles.

Another problem I worried lots about was polygonal hair physics.
It looks like Nvidia is NOT the way to go!

I figured out, with reddit help, that it requires bones in the hair with ragdoll physics. This doesn't change size with the character though, which worried me greatly. BUT Bowsette showed me that if I separate the physics object and parent it back onto the model in UE4, it works!
So it turns out that this might be my official trick to use in UE4 for hair physics!
(I've been hunting for a solution for months)

Now I know why my physics spazzed out too. (Set transforms is required) So now I just need to get all this working Monday.

On top of this, I'm getting help from Haile Prime on destruction. She uses Houdini and we're excited to work together on destroying Marin's house! But learning the tricks to crossing between programs might take a bit. She wants to do all simulation stuff with destruction. Hoping all goes well because this will allow me to stay on track with the core of the videos.

Comments

RandomDudeGamer

GOod luck sir I will believe in your success.

SukkuroKun

It's always cool reading about what kinda of progress and advances you make. Shows how much you get into it, which in turn shows how much you enjoy the craft. And that's something that's always fun to see. :D