Thanks so much for this great tutorial! :D Can I ask what computer you use? I use a Windows Laptop and it crashes a lot when I try to render things or add fur.
@@teach3d Thanks for the help! I just recently got an Alienware Aurora R16 Gaming Desktop with 13th Gen Intel CoreTM i9-13900F, NVIDIA GeForce RTXTM 4070 Graphics Card, 64 GB of memory, and 1 TB of storage. I think this should be powerful enough to run it. I paid a little more to have some more storage space. 😅 I'm not super good with computer specs. Thanks for getting back to me!
Hey man, thank you for this, it's beautiful. Just one important thing, I don't see the EP curve at all when start drawing it, like it seems it's like behind the picture, how can I fix that?
@@teach3d Thank you. Is it possible to do this in other software than Unreal? I am not familiar at all, I would appreciate if you could show me how to do it somewhere else.
@@animacion6113 Yes. You can do it in Maya. You have duplicate each object in the sign and then use the duplicates to create mesh lights. I go over this process in my Light Saber series for Maya.
I know this is a late answer, but I tried to groom the hair away from the button and trim it where it was poking through. Looked okay. But I would need a lot more practice using the grooming tools.
Because the beveling of the edges took care of softening the edges, which is the reason I would smooth it. If I used smoothing, then it would distort the mesh and I would have to insert control loops anyway. So I chose to bevel the edges in this case.
The normal map is generated from the albedo map that you are creating/editing. So, after editing, simply generate another normal map > Filter > 3D . Generate Normal Map
How to bake the maps for all the surface for my game engine? I know how to do it for the card of hairs, here we have to make maps for each hairline or what is your offer?
I have never done that. But you can try this method. docs.unrealengine.com/4.27/en-US/WorkingWithContent/Hair/XgenGuidelines/#:~:text=Export%20Selection%20button.-,Applying%20Textures%20to%20Hair%20UVs,represented%20on%20individual%20hair%20strands.
Thanks a lot Charles :-)) You actually saved my life. After watching this I wonder what the advanced techniques you mentioned are that can make the model more accurate. Have you addressed that in any of the videos that you uploaded?
What I meant by "advanced techniques" was simply adding more detail to the window, such as splitting it into two sashes so that it could be opened and closed and adding a casing structure with moulding, jambs and sills, much like a prefab window you might buy at the home improvement store.
If it wasn't clear in the video, I apologize. But, at 2:51, I say, "Push 3 on your keyboard." Then I explain further. we are actually using Smooth Preview in order to model in a smoothed state. Pushing 2 on the keyboard smooths the mesh while still showing a cage, representing the un-smoothed geometry. Pushing 3 shows the smoothed mesh without the cage and pushing 1 returns the mesh to an un-smoothed state.
@@teach3d Light saber is light emitter, beam shouldn't drop shadow from spot light, but hilt of saber should. Is there any trick, to do it, if light beam and hilt are union?
@@ukaszpruszynski1799 I did not even notice or think about that! Thanks for pointing it out. The easiest solution is to make the blade a separate mesh and uncheck Cast Shadows box.
I've tried to follow this great series of videos, but when it got to rotating the circles, they kept distorting and I had to stop following the video from that point on. I've not changed any defaults or values, but it keeps distorting when I rotate them.
You need freeze the transformations of all the control objects before you parent them. If this is not done, it can cause the distortion you are experiencing. It looks like a I forgot to say that in the videos. Thank you for alerting me! I will make an edit when I get time.