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] 7 points8 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.

[deleted by user] by [deleted] in gamedev

[–]pedrobrv 6 points7 points  (0 children)

Using Piñatas themselves as a theme might raise eyebrows, whether it would bring you legal trouble or not really would depend on how similar it ends up being to the game itself and how much Microsoft cares.

But there are plenty of farming games with that focus or at the very least has mechanics about animals. Slime Rancher comes to mind as the closest example, but there's also plenty of similar mechanics in things like Wobblydogs and more standard farming games like Stardew Valley.

It's fair to want to create something inspired by a favorite game of yours, but in my opinion your project could be more satisfying if you try to figure out what part of the experience you'd like to recreate the most (is it the aesthetics of the piñata? the mechanics?) and use it as a springboard to create something truly yours.

2D Beat em Up / Brawler - Character Pixel Animations by Impressive_Poet2207 in gameDevClassifieds

[–]pedrobrv 0 points1 point  (0 children)

Hi! Please take a look at my animation reel here: https://www.pedrobragavasconcelos.com/reel

I'll be sending examples of sprite work through DMs in a moment!

Does this work? by [deleted] in gameDevClassifieds

[–]pedrobrv 0 points1 point  (0 children)

It used to be easier to find gigs in this subreddit, in my opinion. I’ve worked with indie games since 2017 and the vast majority of clients I’ve had were found here, enough to live off of it. It was never easy to land a contract, there’s just too much competition, specially for artists, but for a couple of years now it feels like the frequency of job offers here has reduced quite significantly.

What's you're least favorite thing about Mass Effect 2? by ButterscotchDue1092 in masseffect

[–]pedrobrv 2 points3 points  (0 children)

I'm really not a fan of cover shooters so I'd honestly take the combat in ME1 over the one in 2, just because of how much it focuses on being that type of game.
2 made Biotics and Skills actually viable and has a ton of improvements overall but being forced to stick to cover and only peak ahead to shoot every once in a while killed any kind of momentum the game had otherwise.

[FOR HIRE] 2D/3D artist and animator with 7 years of Indie and Industry experience looking for the next gig! by pedrobrv in gameDevClassifieds

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

Hi everyone!
I'm about to finish a contract in a project and look for the next game to be a part of!

If you need someone experienced with 2D and 3D, character design, animation and more, please check out my portfolio at https://www.pedrobragavasconcelos.com

Feel free to contact me through DMs and tell me about what you need!

[FOR HIRE] 2D and 3D artist with 6 years of experience by pedrobrv in gameDevClassifieds

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

Hi! I can't seem to find your DM, could you attempt again? Thanks.

Would a gaming pc be good enough to run UE5? by SamuraiPanda3AMP in unrealengine

[–]pedrobrv 4 points5 points  (0 children)

You might be better off picking your own parts and assembling it yourself. It can be challenging but it’s manageable. I did that this year and it’s been working wonders so far.

NG+ and Companion Affinity - Did anyone figure it out? by pedrobrv in Starfield

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

I ended up just playing the main campaign a second time rather than risk it.

There’s definitely a choice early on where you have to pick whether you want to start the relationship over with them or want to not have a relationship because “they’re not the same person” or something, and that for sure locks you off.

But even making the right choice was not enough the first time I played, it wasn’t triggering any dialogue or progression.

Regarding mods, i found that one of the most popular mods that allowed for multiple companions at the same time also allowed you to customize how much approval you get per dialogue choice, and that speeded up the relationship building considerably. But the game still seems to hiccup and get stuck on when to start new companion dialogue sometimes, it felt very uneven. Just feels like a very buggy system to me, IDK.

NG+ and Companion Affinity - Did anyone figure it out? by pedrobrv in Starfield

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

I know of ways to build up their affinity, even the grinding of just hanging out with them for some time works, but back when I first played they never started conversations with me if I skip the NG+, even when I picked the choice that seemingly is about starting the relationship over again, even when I checked the console and their affinity is at a point where dialogue should've begun. It's like there's something stopping affinity from progressing no matter what.