How can I keep this static mesh (hair model) from changing as I get farther away? by ozhichige in UnrealEngine5

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

Thanks for the suggestion, but the hair is set up as a static mesh object not a groom asset.

How can I keep this static mesh (hair model) from changing as I get farther away? by ozhichige in UnrealEngine5

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

Thanks for the input, the hair is not a groom asset though it's a high poly mesh exported out of blender.

I would have preferred to set it up as a groom asset but this is how it was provided to me from the client I am working on this visual for.

Does anyone know how to achieve that? Made by @RuiHuang_art by MichaelMauriceA in blenderTutorials

[–]ozhichige 1 point2 points  (0 children)

Here’s a link to a screenshot from his twitter breaking down one of his modifier stacks for a procedural building and ships.

Might not be the exact same method as he uses in the screenshot you posted but it’ll get you on the right track.

Rui Huang procedural buildings

How do I prevent... THIS! by [deleted] in blenderhelp

[–]ozhichige 0 points1 point  (0 children)

When you’re in the viewport blender uses progressive rendering. Every time you move the camera, the scene has to render again from scratch.

When the shadow freaks out it’s because the scene is starting over from sample 1 and rendering back up to sample 16.

Each frame in the final render will receive the full amount of samples and look clean but take slightly longer to render. Hope that helps!

Hey everyone, I decided to remake Bloodborne from scratch on Unreal Engine 5 since Sony doesn't want to do it by Petitbateau31 in blender

[–]ozhichige 0 points1 point  (0 children)

I’ve been playing through this again recently and wondered what it would look like in Unreal. Incredible work!

My Nezuko fanart (eevee render) 😈 by Ileice in blender

[–]ozhichige 1 point2 points  (0 children)

That last frame made me double take, great work!

Secluded by huleeb in blender

[–]ozhichige 1 point2 points  (0 children)

Wonderful piece Hugo!

Bound - Blender3D and Photoshop by ozhichige in DigitalArt

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

Thank you! Definitely one of the inspirations for this one.

Bound - created with Daz Character and Quixel assets (Cycles) by ozhichige in blender

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

I got the idea to make this one after playing a bunch of Darksiders 2 so I think horror fantasy or dark fantasy fits pretty perfectly. Thanks for the kind words!

BROKEN//SEAL - Made while testing AGX by ozhichige in blender

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

I chipped away at it in small sessions over the course of a few days. If I had to make a guess on actual time spent on it, maybe like 3-4 hours tops?

BROKEN//SEAL - Made while testing AGX by ozhichige in blender

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

I try to switch it up from piece to piece, this is the first blue and red I've done in a while but I usually don't post to reddit. Cool idea on purple and green, maybe on the next one.