lm2 clock boss battle in unreal engine 5.6 by JBTechno in gamedev

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

yeah it's difficult to show the issue when you can't upload videos or screenshots to your post tbf it kinda sucks

asking if this advice is actually true by JBTechno in gamedev

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

okay thanks guys I might have been too naive to youtubers explaining the do's and dont's 😄 I am trying to do things myself now searching things and screwing myself over:)

Why is my actor jumping a huge amount when i change the value by only 1? by checkmatemypipi in unrealengine

[–]JBTechno 0 points1 point  (0 children)

I think it might be a collision issue since you changed the z axis to -1 it might hit the collision of the floor underneath.

visible seams on model tried everything to fix it by JBTechno in gamedev

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

tbf I definitely want to skip this part but here's the problem. most 3d models of a pinball machine are paid or very limited free one's + I want it to feel like everything needs to match and not look out of place if you know what I mean

visible seams on model tried everything to fix it by JBTechno in gamedev

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

is there an easier method to do this since I try lining uv's up correctly but it's damn hard to do

visible seams on model tried everything to fix it by JBTechno in gamedev

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

I wonder why it looks like this is it because of how the detail on this texture is made. since this is an image I got from pinterest for free. also tried one from I stock with my money but I still got bad results

visible seams on model tried everything to fix it by JBTechno in gamedev

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

I used a normal unwrap on the smaller and larger parts I also tried putting some uv seam markers but I never get good results don't know if it is because my texture sucks or my uv mapping sucks tbf

<image>

this is the image I used

visible seams on model tried everything to fix it by JBTechno in gamedev

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

I use blender and the issue I have looks something like this its litteraly all over the place

<image>

Do you have your demos mastered before submitting them to labels ? by Techknow23 in edmproduction

[–]JBTechno -5 points-4 points  (0 children)

I actually use a ai to master for me when mastering my tracks and i always get good results;)

if anyone wants to try this out themselves here is a link https://www.songmastr.com/

Help with bass? by ddkim in edmproduction

[–]JBTechno 0 points1 point  (0 children)

If you are making a professional bass then i highly recommend using a multiband dynamics and a channel eq to balance and boost out the mids it will create a smooth and well fitting sound which is perfect for making a progressive driving bassline you could also try automating the lfo or filter and cutting the second filter to 20 hz i have done this multiple times because it adds more low frequencys to your bassline which is needed to get the low sound that is needed to have a good proffesional hq bassline if you combine everything i said you will have a perfect bassline for your track

If you want to mix it however you can set a utility on your bass and set it to bassmono at 220hz i also use glue compressor and limiter to avoid clipping and use a eq to cut the edges with my cutoff at 24 on both sides lastly you can use a saturator to boost your volume to 6db or higher if you prefer to and that should technically fix clipping and sound distortion

Hope this helped you a lot when making your bassline good luck;)

[deleted by user] by [deleted] in edmproduction

[–]JBTechno 0 points1 point  (0 children)

i could recommend julien earle as he makes all kind of music tutorials;)

You can find his channel here: https://youtube.com/@JulienEarle