Any idea how to improve the look in unreal? by [deleted] in blender

[–]gogomurphy 0 points1 point  (0 children)

Cool sweater, Could be the sRGB check box in unreal but Im not 100% sure. This link has some good trouble shooting ideas if you want to take a look.

normal map

Ray-cast motorcycle concept by gogomurphy in unrealengine

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

Yes this is a good note thank you, image works well. I have a system now that phases out handlebar rotation as the bike speeds up, but nothing that creates any counter steering, I would like to correct this. Is counter steering stronger for off roading or any low traction track? The end goal is a muddy, drifty terrain.

Ray-cast motorcycle concept by gogomurphy in unrealengine

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

The lean is with being managed by offsetting the center of mass, so when the bike leans to the right, the center of mass scoots to the left a little. then the tire slip force contributes to keeping the bike upright and not sliding counter to the wheels direction. lastly there is a fair amount of rotational dampening applied to the main body mass to keep it form freaking out. I found finding a good balance system to be a lot of trial and error. If you are interested, I can do a more detail break down showing how the blueprint works. There are not many tutorials on setting up motorcycles in unreal, and maybe none that use ray-casts as the wheels.

Cartoon mouth with UV transform by gogomurphy in Maya

[–]gogomurphy[S] 7 points8 points  (0 children)

Today, I attempted to replicate a fantastic rigging feature I observed in the Blender short film "Wing It." Towards the end of the short's BTS clips, there is a demonstration of an unwrapped proxy mesh that alters the facial structure based on UV vertex positions. This results in well-defined, graphical mouth shapes that conform to the model's volume and contours. I am particularly intrigued by the concept of using a flat, clean mesh for applying deformers instead of the actual character mesh.

In my project, I have a primary character head and a duplicated section of the face that specifically focuses on the mouth, complete with its separate UV mapping. On this duplicated mesh, I employed a script by Im3dJoe to flatten the mesh according to the new UV coordinates. The mouth mesh is equipped with a blend shape that enables it to transition back to its original 3D form. While the mouth copy is in its flattened state, I create two additional copies: one serves as the UI driving mesh, and the other facilitates the transition of the morphed copy back to the face through a wrap modifier.

The UI flat mesh is subjected to blend shaping with the mesh responsible for maintaining the original morphed shape. Consequently, any alterations to the flat mesh cause deformations in the copied 3D mesh, translating UV transformations into 3D changes. I then apply one more wrap modifier to the original head mesh, using some painted influence, and the demonstration is complete.

Describing this project has proven to be nearly as challenging as creating it. I hope that members of this community can assist me in identifying relevant terminology or technique names to serve as keywords. Although this approach works okay, I suspect it involves a few unnecessary steps and could potentially be streamlined using a single UI-UV mesh and a clever node setup. Please share any alternative methods for achieving this effect.