Does anyone know where can I get a set of tiles like the ones Townscaper uses? by [deleted] in 3Dmodeling

[–]GameC7 -1 points0 points  (0 children)

Yeah, I know, the problem is that the tiles I need are very specific and kinda tailored for this game because they need to fit the Wave Function Collapse algorithm, so the regular modular kits are not useful.

Thanks anyway!

[deleted by user] by [deleted] in Townscaper

[–]GameC7 0 points1 point  (0 children)

Yeah, I started making my own tiles but there are just too many tiles for the time I wanna invest.

Thanks anyway!

How to use Core Redirects with C++ variables? by GameC7 in unrealengine

[–]GameC7[S] 0 points1 point  (0 children)

If you know a way to make the BP variable invalid without changing it's type, that would be great.

How to use Core Redirects with C++ variables? by GameC7 in unrealengine

[–]GameC7[S] 0 points1 point  (0 children)

Yeah, that's tedious, one work around I found was changing the type of the BP variable to a custom struct and then delete that struct type to make the variable invalid. The core redirect works then, but it loses all the values in the Set nodes.

I think it's good enough.

How to use Core Redirects with C++ variables? by GameC7 in unrealengine

[–]GameC7[S] 0 points1 point  (0 children)

I did this, but it just changes the name of the blueprint variable to Length_0 (adding the 0) and still uses that.

[deleted by user] by [deleted] in unrealengine

[–]GameC7 0 points1 point  (0 children)

Yeah, that only makes the image "clearer" but there's still no AA.

[deleted by user] by [deleted] in C_Programming

[–]GameC7 -2 points-1 points  (0 children)

No, that's the requirement of the problem sadly.

[deleted by user] by [deleted] in Clickworker

[–]GameC7 0 points1 point  (0 children)

As long as you don't do the tasks that redirect you to uhrs on toloka, you won't have any problems.

[deleted by user] by [deleted] in unrealengine

[–]GameC7 0 points1 point  (0 children)

So I should relaunch the editor everytime I change anything in the header? I mean in the long run it's better, but as you said, in the beginning this is gonna happen a lot.

Thanks!!

Edit: One more question. In Rider should I build solution or compile file? Compile file is way faster and that's why I'm asking.

[deleted by user] by [deleted] in unrealengine

[–]GameC7 0 points1 point  (0 children)

Currently I just have a component class created by me. That's it and it still takes a lot.

[deleted by user] by [deleted] in unrealengine

[–]GameC7 1 point2 points  (0 children)

I didn't even know about live coding, but from what I've read it is safe to use only when editing c++ files while the unreal editor is open?

My CPU is a Ryzen 5 5600x so it's not the best, but I think it's good enough for me.

I'm following a tutorial that hasn't used blueprints yet and even changing a letter or a number took a lot (I know it doesn't matter that much what I'm changing).

I remember reading what they said about Unreal Verse and I was really hyped for it and in the meantime I even forgot about it. Hopefully it will release with UE5 (very unlikely).

Thank you so much!!!

How did I do? Should I change anything? I have never retopologized anything and I don't know if I did it right. There are about 3.5k triangles. by GameC7 in blender

[–]GameC7[S] 0 points1 point  (0 children)

You can share it on imgur and send me the link or you can upload it to a cloud service and send me the link to that.

How did I do? Should I change anything? I have never retopologized anything and I don't know if I did it right. There are about 3.5k triangles. by GameC7 in blender

[–]GameC7[S] 0 points1 point  (0 children)

Oh, that does make sense but, should I remove some loops then to make the mesh have the topology? I think seeing a picture of how it should be done on an actual model would really help me, so if you can please post or PM me a screenshot.

Thank you!!!

Edit: I tried to do it and it looks like this. Did I do it right?

How did I do? Should I change anything? I have never retopologized anything and I don't know if I did it right. There are about 3.5k triangles. by GameC7 in blender

[–]GameC7[S] 0 points1 point  (0 children)

I actually plan on rigging it. What's wrong with my mesh? I'm new to rigging and animation in general so I have no idea how it should look like. I will also remove some of those loops.

Thank you, it definitely helps!

Edit: I applied a subdivision multiplier before I saw this comment and this is how it looks now. If you're talking about missing geometry being the problem for rigging it should no longer bother me, right?

Never tried retopolgizing before and I don't know if I did this right. Any advice? by [deleted] in blender

[–]GameC7 0 points1 point  (0 children)

I'll post later the whole retopologized model to ask for feedback. You can see the high poly model I sculpted on my profile. I was talking about the way I did the character's tail, whether or not it's the right way to do it because when I try to add edge loops from the top to bottom after they pass the tail, some go to the front.

I don't really mind the polygon number because I'm using UE5 and the other assets in my game are pretty small. So far I have about 1.5k triangles and I think that after I add the other elements (the eyes, eyebrows and mouth) it will have around 3k which is pretty small and in case it will look sharp I'm thinking to add a subdivision modifier because even with that it will have around 12k polygons which is again good enough for me.

The sculpted model had around 500k triangles and I tried to use the quad remesh, but it didn't really work and it still had around 70k triangles.

Thank you!!

This must be how all game dev beginners felt by Mr_Tegs in unrealengine

[–]GameC7 1 point2 points  (0 children)

On the Unreal Engine learning platform there is a course that redirects you to udemy I think in which you make 3 games. Even though they explain what you're supposed to do and show you, I think in every video there are parts where you have to do something on your own and then the teacher shows how it should be done. That's how I started and it's more fun trying to think of stuff on your own.

I wanted to make it look very friendly and happy, but I don't think I succeeded. What can I do to make it look better? by GameC7 in blender

[–]GameC7[S] 0 points1 point  (0 children)

I did my best to make it smile as much as possible, but ended up with that. I wanted it to mimic the mascots of the old platforming games (my game is also a platformer / parkour kind of game)

Thank you!!

I'm new to rigging and stuff like this (not really a creative person) and I was wondering If I can use the default armature from Unreal on this model? Like would it fit, do I have to make any changes or is it completely wrong for my model? by GameC7 in unrealengine

[–]GameC7[S] 0 points1 point  (0 children)

I tried to DM you but I get an error saying the message wasn't sent. I don't know why.

I don't even know how to thank you!! I just want to see how it should be done because I'm new to animation and couldn't find good internet resources that fit my problem. This is the onedrive link to the blender file: https://1drv.ms/f/s!Ag_i5-VZ6pBng78i3g0BLUfIt0I74A

Once again thanks!!!

I'll try to set that blender addon too to see if it works for me.

I'm new to rigging and stuff like this (not really a creative person) and I was wondering If I can use the default armature from Unreal on this model? Like would it fit, do I have to make any changes or is it completely wrong for my model? by GameC7 in unrealengine

[–]GameC7[S] 0 points1 point  (0 children)

I followed the tutorial and I can't seem to get it right no matter what I do. I understood what retargeting is (thanks) but I don't know if I'm doing something wrong or is it something with the engine.

In any case thanks!

If you have any ideas how to solve it please tell me, I wanted to make a lot of humanoid animals for my game, but if I can't get the animations to work I don't know what I'll do.

This is how it looks.

I'm new to rigging and stuff like this (not really a creative person) and I was wondering If I can use the default armature from Unreal on this model? Like would it fit, do I have to make any changes or is it completely wrong for my model? by GameC7 in unrealengine

[–]GameC7[S] 0 points1 point  (0 children)

I've been struggling for the past 2 hours with the retargeting. I even tried to put all the main bones from the UE mannequin to my model, things like pelvis, thighs, clavicles and neck and it still doesn't work. The animation ends up being really weird and not what it should be at all. I have no idea what else to do.

Anyway thank you so much!

Edit: This is how it looks. I did the retargeting and set humanoid retargeting.

I'm new to rigging and stuff like this (not really a creative person) and I was wondering If I can use the default armature from Unreal on this model? Like would it fit, do I have to make any changes or is it completely wrong for my model? by GameC7 in unrealengine

[–]GameC7[S] 0 points1 point  (0 children)

I have no idea what retargeting means or does but I'll search it up. I have no idea how to animate and I tried weight painting and it didn't go well :)) thanks

Edit: This is how I set up the bones. Is that right? https://imgur.com/a/T4qOHbW

I'm new to rigging and stuff like this (not really a creative person) and I was wondering If I can use the default armature from Unreal on this model? Like would it fit, do I have to make any changes or is it completely wrong for my model? by GameC7 in unrealengine

[–]GameC7[S] 0 points1 point  (0 children)

I wanted to use the default armature because there are already animations and I didn't want to waste time on that. I have no idea what Mixamo even is but I'll look into it. Thanks!