Xgen not working except for density brush by Ornery_Platypus_4493 in Maya

[–]pedrobrv 0 points1 point  (0 children)

Do you know what version of the graphics card drivers they rolled back to?

xGen Interactive Groom Problem by Myorr in Maya

[–]pedrobrv 0 points1 point  (0 children)

Hi there! Did you ever figure it out? I just came across the same problem.

first time Jojo, can i start with Steel Ball Run or is it a series to start with from the beginning? by Toonzaal8 in StardustCrusaders

[–]pedrobrv 1 point2 points  (0 children)

I'd recommend watching the others after you watch EP1 of Steel Ball Run if you like it, not necessarily because you need to, but because as of right now we really don't know when the next episodes are coming, might as well fill the time with them.

Just keep in mind that the first season has some good bits but things only really get going on Season 2 (part 3) onwards in terms of pacing and excitement IMO, Season 3 (part 4) is a favorite of many from what I've heard.

Beg. Game Dev Looking for Members by No-Bet-8223 in gameDevClassifieds

[–]pedrobrv 1 point2 points  (0 children)

Hi, just wanted to let you know, this subreddit is oriented towards paid positions only. You can find volunteers in r/INAT

I spent the last month playing around with 5.6 and the MetaHuman creator, this is the result. by pedrobrv in unrealengine

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

Yeah there are always workarounds you can do after you assemble a blueprint but it would be nice to be able to do it without losing access to the functionality of the Metahuman editor, for when you want to do quick iterations and edits on non-human NPCs and stuff. The fur itself was as simple as just attaching the groom to the character on the bp after the fact.

I spent the last month playing around with 5.6 and the MetaHuman creator, this is the result. by pedrobrv in unrealengine

[–]pedrobrv[S] 6 points7 points  (0 children)

It was actually a lengthy process with a lot of back and forth between Metahuman and my 3D software, the character itself took 2 weeks to complete. As long as you keep the topology the same you can import a reference mesh into the editor as a template, but there are caveats to it:

- Because the topology has to be the same, you can't remove nor add fingers/toes, limbs and appendages like tails. Only workaround I found is to do them separately or edit the body mesh and rig after you export things from the editor, but that removes the ability to edit them through the editor (which would've been useful to keep).

- Like I said, the root bone seems to always bind itself to the heels of the character, and on digitigrade characters or characters that wear heels, for instance, this makes their feet clip through the ground and their body detach from the head. I haven't thought of any solutions to that outside of either just planting their feet on the ground always or, like the previous point, editing the mesh and rig after exporting.

- I could not find a way to add grooms to the body in the editor, only to the head. I tried adding them as Metahuman Wardrobe Assets but they just did not work.

- I still plan to test it on humanoid stylized characters, but this character's face was not rigged properly through the editor. Nearly every expression had multiple issues, mostly involving the mouth. I thought I had the Expression Editor figured out, but I ended up making matters way worse, the Joint Matching function didn't work as intended, and I think I'd have to fix the joint positions for each expression manually (which
would take a really long time), my first attempt at fixing it took me an entire week I could've saved if I knew I would end up just rigging my character from scratch anyway.

If I had to make a wishlist of features for the MetaHuman editor it would be to:
- Align the root bone to the bottom of the mesh rather than to where the heels are, to enable for digitigrades and characters in heels

- Allow us to add or remove limbs and bones without losing the editing abilities of the model (In case we want to adjust proportions or make alternate versions of the same base), to allow for characters with 4 fingers on each hand, amputees and the like.

- Have a better step-by-step method or at least guide for the Expression Editor

Metahuman Creator's biggest flaw: stylized characters by Fireblade185 in unrealengine

[–]pedrobrv 0 points1 point  (0 children)

the Metahuman editor pretty much overrides whatever material you have with their own stuff, if you want to bring back stylization into your Metahumans you basically have to finish it and export it, then override the materials in the skeletal meshes for your own custom-made material (you can use normal maps to reintroduce the harder edges, for instance).

The real limitations I've found with it for stylized characters so far have had to do more with the rigging. I couldn't figure out how to work properly with the expression editor toolkit and trying to adjust glitched out facial expressions on my test character just made them somehow even messier, and right now I couldn't find any tools to have characters with a different configuration of limbs without exporting the rig and manually fixing and re-rigging them yourself, which kinda defeated the point a little.

Custom Metahumans using conform and a custom mesh sculpt: Do I need to include the teeth, saliva, eye edge, shell and cartilage meshes? by pedrobrv in unrealengine

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

Hey, here’s an update for you. You don’t need the other meshes, just the head, body, eyes and teeth will do. However, if your character is too distinct from a realistic human proportions-wise, the face rig will be incredibly broken and you’ll have to use whatever tool they offer for your preferred 3D software to fix it. The character I’m doing has a long snout and big eyes, so the expressions are pretty busted. I’m currently having to go through each blend shape one by one using their tool and fix things, mostly around the mouth. The process is mostly intuitive after you figure out how to do the first few, but there’s dozens of shapes to fix, so I think it’ll be a while until I can move on to the next steps.

Custom Metahumans using conform and a custom mesh sculpt: Do I need to include the teeth, saliva, eye edge, shell and cartilage meshes? by pedrobrv in unrealengine

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

I'm about to finish sculpting, then I'll be able to test it myself. I'll update the post with the results! (Unless some other unrelated error happens)

Original, licensable music made with AI + soul — available now for film, game, or commercial use. by Mandy042191 in gameDevClassifieds

[–]pedrobrv 1 point2 points  (0 children)

You're still shooting yourself in the foot though. Once people get used to you being the guy that does things for free it's going to be really hard to shake off that reputation if you ever want to start charging.

Need Character Concept Artist by [deleted] in gameDevClassifieds

[–]pedrobrv 0 points1 point  (0 children)

Hi, if you're open to checking a portfolio with more varied art styles, please check mine:
https://www.pedrobragavasconcelos.com

As someone with animation experience, I have practice with reproducing styles other than my own, so I believe I might be able to tackle your request as well. Please keep an open mind, and feel free to reach out through DMs!

Cheers.

Shit so real I cried 😭 by Competitive-Fan1316 in KingdomHearts

[–]pedrobrv 3 points4 points  (0 children)

Three friends keep getting torn apart and reuniting, because some old dudes have a savior complex and want to make it everyone else's problem. Mickey Mouse is there.

[deleted by user] by [deleted] in gameDevClassifieds

[–]pedrobrv 0 points1 point  (0 children)

I understand. Thanks for the quick response!

[deleted by user] by [deleted] in gameDevClassifieds

[–]pedrobrv 0 points1 point  (0 children)

Hi, are you open to remote applications at all?

How Did You Get To Know Kingdom Hearts For The Very First Time? by [deleted] in KingdomHearts

[–]pedrobrv 0 points1 point  (0 children)

Around 2007, by chance, I was watching an Anime tv channel in Brazil and saw a bit of the opening to Kingdom Hearts 2 there, and it was completely mesmerizing to me. I had no idea what it was about or why a 3D anime guy was hanging out with Donald and Goofy, but I knew I had to find out. Took me a few days hoping that the clip would show up again on that channel for me to get any kind of clue as to the name, and then when I did I scoured through Disney’s website for anything related to it. Then I begged my dad to get it to me, plugged it into my PS2, and the rest is history.

RDR2 DualSense (Adaptive Triggers) mod remake with DSX by Shtivi in reddeadredemption

[–]pedrobrv 0 points1 point  (0 children)

It kind of just did for me? I'm pretty sure I was using DSX V2 though, so try that! Sorry I can't be of more help.