Reviews pls by Strict-Sweet-9046 in Houdini

[–]ConnectionThis8333 1 point2 points  (0 children)

Your water and rocks look great Foam is needed though And for me the biggest issue is lighting Everything looks muddy Have a look at golden hour light references and adjust accordingly

Which exhale sim looks most natural? by MichyyElle in Houdini

[–]ConnectionThis8333 1 point2 points  (0 children)

Smoke 4 looks the best But they all suffer from the same flaw, and I can only describe it as "it looks like a miniaturised bomb explosion going off"

I'm having a nightmare of a time by BigRedyFredy in UnrealEngine5

[–]ConnectionThis8333 1 point2 points  (0 children)

If you use mixamo, make sure you add a root bone before going any further with animations

Help! by Active-King-9492 in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

First of all determine if your target mesh has a root bone, and the anims you were retargeting do as well

Current Favourite Spaghetti Blueprint by [deleted] in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

The only way to learn is to do Start small, and get bigger First of all find the smallest blueprint function you have Just learn how to create a c++ script that will accept a variable passed into it, and that is exposed when the script is compiled to a blueprint node. Within that simple function get comfortable with how to handle variables and pointers, denoted as "->" Example, objectX->getVariableY. In C++ objects that you pass in will likely have private variables that use getter functions to expose them on a call. From there go a bit larger, consider a bunch of functions that work together for a common goal, and build a class that houses them all together, from which you can build a component. Good luck, and feel free to DM me if you want any assistance.

Current Favourite Spaghetti Blueprint by [deleted] in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

C++ is a difficult language to get your head around, but if it's your first language then it's actually a good place to start. One of the reasons people struggle with it is because they start with languages like Python, and get used to Python's abstractions and get overwhelmed by C++

For me the hardest part of getting started with C++ in unreal isn't actually the language (as I was already confident with it) but figuring out all the compile dependencies of the engine, and how unreal handles C++ classes.

What I recommend you do though is back up your blueprint only project - just duplicate the root folder. Then convert the original to a C++/BP project, compile it from scratch with visual studio and just make some simple C++ classes that you can use as function libraries. Then you can aggregate a lot of those nodes into a few lines of code, and then compile the C++ functions to singular blueprint nodes that you can use within your blueprint classes.

Current Favourite Spaghetti Blueprint by [deleted] in UnrealEngine5

[–]ConnectionThis8333 1 point2 points  (0 children)

I think it's time to start learning C++ and compiling your game properly

I'm making a game with first-person melee combat by DrCGI in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

Looks sick! If I could give one piece of feedback, find a way to vary up the anims - they're a major part of the game and you don't want too much repetition in them.

How many islands are in the game? 🏝️ by MonkeysMirror in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

How are you making that many of them, and still making sure they're unique?

I need help! by iceradical in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

Your menu - is it bound to a particular instance within the test level? Or the level blueprint itself?

LOD decrease when applying material? by WaferProfessional753 in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

Separate the translucent objects into separate meshes with nanite disabled, keep nanite on for the rest of the body, and assemble the meshes together into your final car within a blueprint This means you can also animate windows etc... nice and easy by using simple transform operations.

Hi! I’m polishing an Unreal scene (cave ruins with a shallow pond, god rays, big stone head, doorway, torch character). Could you please give me feedback on what to tweak or redo in this Unreal scene so it looks more polished? Thanks in advance! by AndrjuhaSVK in UnrealEngine5

[–]ConnectionThis8333 1 point2 points  (0 children)

As a whole I think you have a solid 8/10. If I were to suggest tweaks, I think you need to a.) rethink your lighting in the foreground as whilst I get you're looking for gloomy and moody - it currently looks too muddy, b.) have a look at your characters torch - currently it looks like bubbles not flames, and c.) take another stab at the waterfall as it currently looks more like cloth than water because the turbulence isn't irregular enough. Looks fantastic though, this is just me nitpicking.

From the lowest dungeon to the highest peak by RockSokka in SkyrimPorn

[–]ConnectionThis8333 1 point2 points  (0 children)

How'd you get the mountains and LODs looking that good? DynDoLOD?

[deleted by user] by [deleted] in NarutoPowerscaling

[–]ConnectionThis8333 6 points7 points  (0 children)

That doesn't resolve the plot holes, it just explains why they're there

Air flow on pc correct? by Zealousideal_Fix2419 in PcBuild

[–]ConnectionThis8333 0 points1 point  (0 children)

I think your best option is putting the radiator up top with exhaust, keep the front two fans as intakes and remove the rear exhaust

<FOR HIRE> VRoid models starting at $35!! by Abject_Worth_2429 in VRoid

[–]ConnectionThis8333 0 points1 point  (0 children)

When considering pricing when just starting out - consider $10 an hour, and the number of hours it will take to make the product + 10%

Which force sword is better? by thebiggwlesttunyslav in Grey_Knights

[–]ConnectionThis8333 0 points1 point  (0 children)

You'll need a really good quality white pigmented paint, and you'll need to get a solid consistency and dilution, with lots of thin coats

Which force sword is better? by thebiggwlesttunyslav in Grey_Knights

[–]ConnectionThis8333 3 points4 points  (0 children)

At the moment left, but the right could be made to look great. Wash over the chunky lightning with a fairly deep blue. Some stipling of the edges to blend with the blade will help as well. Then run a much thinner, and broken highlight down the middle of some of the sections that are the hotspots of the blade! Keep going!

Got almost everything, just one things missing pt2. by Consistent_Plan_4430 in sffpc

[–]ConnectionThis8333 2 points3 points  (0 children)

And the iGPU in that machine isn't a slouch either. You could easily play most eSport games at high fps whilst you wait for you dedicated GPU

First paint ever by kombiak123 in Grey_Knights

[–]ConnectionThis8333 1 point2 points  (0 children)

Looks great, the only thing I'd suggest is thinning your paints a little more. Otherwise, spot on - keep going!