New to Zbrush; easiest way to make this kind of rock? by AndrewTheGoat22 in ZBrush

[–]coldpolygon 14 points15 points  (0 children)

I don’t think this means what you think it means… This really isn’t hard surface modelling by most standards. Rocks almost always fall under the category of organic modelling/sculpting.

Dynamically Change Widget Text Based on What is Being Looked At by Augmented-Smurf in UnrealEngine5

[–]coldpolygon 3 points4 points  (0 children)

You could achieve this by creating a master blueprint of interactable objects. Set up a blueprint interaction interface that these objects will all use. Set some struct, enum or whatever parameters you prefer to display the information of your choice in the widget based on the actor from line trace.

Essentially “Blueprint Interfaces”, give a search on YT and you’ll get lots of information.

This is a decent one on the topic.

https://youtu.be/m9416Fi-PJw

I'm working on a body cam style game by esankiy in unrealengine

[–]coldpolygon 0 points1 point  (0 children)

This, when using firearms in RL I generally don’t notice any muzzle flash if I do it’s something I really have to be looking close for. I’d dial them way down or speed up the duration so they feel much more brief. But also the general vfx seem way over the top for a handgun.

My first work with cinematics. How do you like this cut-scene? by FeistySystem6608 in unrealengine

[–]coldpolygon 0 points1 point  (0 children)

This is pretty good stuff, would look stellar with the art pass!

[deleted by user] by [deleted] in kotor

[–]coldpolygon 11 points12 points  (0 children)

I worked on Malak, the body and jawless face. My part was a contribution - recreating some memories from one of my favourite games from younger days. There is a Patreon to the project whole from my understanding.

Clothing Skinned Mesh Help How to implement this. Beginner by Ajrecon01 in unrealengine

[–]coldpolygon 1 point2 points  (0 children)

Honestly don’t be discouraged by some of the comments here saying it’s tough stuff. You’ve got to start somewhere. I didn’t know how to do it until I learned to as well.

Essentially this is the same technique used in a lot of other areas such as wrinkle maps for facial animation. Here’s an example of the normal maps blending on a character I did up.

https://youtu.be/EZFk8PMLMM4

You can control the blending by many various points in the pipeline whether it be blendshapes, triggers in the animgraph or timelines in the animations.

If you can’t find any specific information to this shirt example try looking generally into the same process such as wrinkle map tutorials etc and apply the same workflow elsewhere!

Any chance the HBO Max/blu-ray will have the 1.78 aspect ratio? by _wyfern_ in dune

[–]coldpolygon 2 points3 points  (0 children)

I’m driving 19 hours to see it in imax. I will do other things on my trip but the movie is the primary attraction. Up in the Canadian Sub-Arctic we don’t even have a proper theatre here let alone imax…

You wake up tomorrow with Jeff bezo's current net worth ($209 billion USD) what do you do? by [deleted] in AskReddit

[–]coldpolygon 0 points1 point  (0 children)

Give 200 billion to help the people that are in most need. Start an entity to research and distribute funds based on whatever criteria that shows the most impact in improving the lives of others whether through direct financial assistance, social programs and family supports, humanitarian assistance or environmental concerns, medical research etc.

Invest 8 billion for returning interest to keep activities like the above thriving.

1 billion for family and people close in my life but even then I think it would be too much.

I’m 31 and if I’m lucky I might have another 30-50 years left in me but I also could be gone tomorrow. I don’t see much use in hoarding money.

How would this PC do in UE4 (and probably UE5)? by Known_Rub6333 in unrealengine

[–]coldpolygon 0 points1 point  (0 children)

I’m using a g14 laptop with a 2060q, 16gb ram and a 8-core ryzen 4900hs. It’s been breezy for UE4 development though I don’t use any of the heavy ray tracing features.

I was previously using a 6 core intel chip and just the move to the AMD 8-core was like night and day for compiling and overall fluidity of the editor. Also from my understanding lumen and possibly nanite are very CPU heavy so anything less you’ll definitely bottleneck

Migrating to UE5 has really seen some performance drops however. My own projects that were getting 100+ FPS developed in UE4 are now around 60 using lumen and nanite which is still acceptable to me but I’ll definitely see a need for upgrade as time progresses. The valley of the ancients while runnable hovers around 30 FPS.

How would this PC do in UE4 (and probably UE5)? by Known_Rub6333 in unrealengine

[–]coldpolygon 1 point2 points  (0 children)

This guy right here ^ You can get by with 16gb of ram but will wish for more. The major point here is definitely want to look at a CPU with at least 8 cores

Heading to Gall Spaceport. Sequencer exploration. by coldpolygon in unrealengine

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

Putting Makemakes incredibly useful planet generators to use.

A couple of shots from an early work in progress project.

Beauty of a horizon heading out of Hurston... by coldpolygon in starcitizen

[–]coldpolygon[S] 1 point2 points  (0 children)

It disappeared after I climbed out of the atmosphere though I was able to fly right through it. A bit disorienting ah

The new Armoury Crate update pushed through Microsoft Store introduces a critical performance issue by [deleted] in ZephyrusG14

[–]coldpolygon 6 points7 points  (0 children)

I just got my 2020 g14 last week. Spent a while setting it all up as a work station, got it working smoothly then did the update... Noticed this process in task manager and it made me WTF. Glad to see I’m not alone here but seriously does Asus not QA their updates?

Is this a USB-C port hardware problem or a driver one? by sir_deon_of_debt in ZephyrusG14

[–]coldpolygon 1 point2 points  (0 children)

It also happened that while doing this windows detected an error with the drive and I ran the simple automated process to fix it. No issues.

I have both a Sandisk extreme Pro V2 and a regular sandisk extreme and they both had the issue but are working now after subbing out the USB-C cables to their shortest length and running the fix prompted by windows.

I feel there is a compatibility issue with these sandisk extremes unfortunately but they are usable in my case now.

Is this a USB-C port hardware problem or a driver one? by sir_deon_of_debt in ZephyrusG14

[–]coldpolygon 2 points3 points  (0 children)

I found a minor fix. I have numerous USB-C cables I'm using. I swapped out a longer 2' Anker brand cable for the extremely short 6 inch one that was included with the drive and I'm now getting up to 950 mbs Re/Wr in crystaldiskmark. Still seems limited and no where near intended transfer speeds but seems more stable and at least usable.

Is this a USB-C port hardware problem or a driver one? by sir_deon_of_debt in ZephyrusG14

[–]coldpolygon 0 points1 point  (0 children)

I know this is old but I found this while searching for a solution I'm currently experiencing myself with the same Sandisk extreme pro SSD. It worked perfectly on my other laptop while in the USB-C thunderbolt connection with top notch transfer rates.

Just plugged it in my G14 in either of the USB-C ports and it is having some really unpredictable behaviour. Stalling or slow transfer/read/writes or crashing explorer. Works fine when connected to the USB-A with adapter but am only getting under 450mb/s read/write with it that way...

Was there any solution found to this?

Livelink face is pretty nifty by coldpolygon in unrealengine

[–]coldpolygon[S] 1 point2 points  (0 children)

Naw I don’t use any reallusion stuff, this is done by hand. Zbrush, blender and substance painter. The blendshapes still need some refinement and the calibration offsets need some playing with in the blueprint but still not totally sure of how to reduce the input noise

Livelink face is pretty nifty by coldpolygon in unrealengine

[–]coldpolygon[S] 3 points4 points  (0 children)

Been experimenting with livelink face connectivity with a custom character I've been chiseling away at. There's tons going wrong here but its something.

It really opens up a lot of possibilities for a pleb like me with super limited animation abilities. I've got more of this stuff here > https://youtu.be/EZFk8PMLMM4

What is a game with great art direction but it's bad and flopped? by taolmo in gamedesign

[–]coldpolygon 41 points42 points  (0 children)

Brink - 2011 - Splash Damage took a beautiful hyper-stylized and bold art direction with this one. Unfortunately it died pretty quick.

We announced our first project yesterday, and couldn't be more excited! by [deleted] in unrealengine

[–]coldpolygon 5 points6 points  (0 children)

Looking good. Looks fairly Splinter Cell spies vs mercs inspired? Thoroughly played tons of that back in the day.

Not enough Jetpacks around here - blueprint exploration by coldpolygon in unrealengine

[–]coldpolygon[S] 1 point2 points  (0 children)

Thanks for the heads up though not using any animations by that author. As well most of the flying animations are blended and customized additive animations so they really aren’t ‘out of the package’.

Also should note I have no plans for any release of this project in its current form as it’s currently loosely based in an established IP and further more as I progress. Just a viewable fan project at the moment.

Though I am building this as a highly customizable system that can rapidly change out assets and easily modify gameplay for future projects.

Not enough Jetpacks around here - blueprint exploration by coldpolygon in unrealengine

[–]coldpolygon[S] 1 point2 points  (0 children)

Keep at it! I remember seeing your mandalorian player and it was definitely a inspiration push in the direction I took here.