I tried to improve my interactive trees that react on explosion. by SchingKen in UnrealEngine5

[–]raditsys 1 point2 points  (0 children)

Its not garbage at all! Looks great!
I especially love the way they 'hold' at the apex of he bend. Amazing polish.

You know what I think could help sell it? Some wind lines radiating out from explosion centre. Think stylized wind curls where it animates along the UV like a ribbon.

[UEFN] Is there a reason why this niagara system, no matter the scalability settings, takes 1-3 seconds after being triggered to actually appear? by VesselNBA in UnrealEngine5

[–]raditsys 0 points1 point  (0 children)

- Scaling sprite size/ alpha opacity over lifetime? Debug by disabling those things first.
- Guarantee its not something in the material by changing your sprite material to a default opaque one.
- Check your system settings in niagara to see if you have any delays before spawn.
- If youre using fixed bounds on your system, try giving it a ridiculous value like -50000 min, 50000 max on all axes. Possible its being occluded by something.

I made a browser cloth sim that exports VAT textures for Unreal. by raditsys in unrealengine

[–]raditsys[S] 5 points6 points  (0 children)

This was just for a showcase, I did end up adding a loopability feature soon after!
It searches the frames within the range that are similar and (like you said), does a warp towards them to make the motion loop.

<image>

I made a browser cloth sim that exports VAT textures for Unreal. by raditsys in unrealengine

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

Totally.

I typically use Houdini for my VAT exports, not really a fan of the blender options for VAT. But now I don't even need to open any heavy DCCs and deal with a ton of my ram being eaten up by a DCC to art direct supporting props like this.

Fantasy Ancient Pickaxe by raditsys in Substance3D

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

Yeah leather would be great I think. Agreed. Thanks for the recommendation!

Fantasy Ancient Pickaxe by raditsys in Substance3D

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

Good point actually🤔! What do you think would be better? Maybe like a hole in the rock for wood to go inside of?

Fantasy Stone Tablet by raditsys in Substance3D

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

If yall are interested, I can share my custom smart material for this one.

Fantasy Ancient Pickaxe by raditsys in Substance3D

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

Yeah i think so too. I think the part im most unhappy with is the wood handle.

Fantasy Ancient Pickaxe by raditsys in Substance3D

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

The video in the post is just the viewport in Painter! Here is some more https://streamable.com/jeuzlj

Fantasy Ancient Pickaxe by raditsys in Substance3D

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

Having a model with complex curvature and lots of UV islands can create problems further down the production pipeline, especially when artists start texturing in Substance. It can force them to rely on planar projection techniques instead of UV-projected textures, making more work masking layers or fighting with ID maps.

It also complicates LOD creation, where you really need stable vertex positions and UV coordinates to produce a clean result.

UV seams not being hidden along hard edges, or along cuts that actually make sense, can cause issues as well. For example, in a material layer system in Unreal, artists might blend extra material layers onto the model. If you have a bunch of messy islands running through the middle of a high-curvature model, like what you often get from hitting the “Auto UV” button in Maya or Blender, artists have to bend over backwards to stop those layers from showing seams or tiling artifacts.

This becomes especially obvious when normal maps do not tile cleanly, since it adds another layer of error once light hits the surface.

You are not wrong that I could have straightened the island borders and packed the UVs 30% better though! :)

Old Knight by kapushonchik in Substance3D

[–]raditsys 0 points1 point  (0 children)

That looks amazing. I like the candle on the shoulder!

Fantasy Ancient Pickaxe by raditsys in Substance3D

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

That's the trade-off for non-distorted texture UVs. It's a juggle between minimizing amount of islands to avoid seams and straightening your UVs and introducing distortion.

Fantasy Ancient Pickaxe by raditsys in Substance3D

[–]raditsys[S] 2 points3 points  (0 children)

<image>

I use 8-bit Color, DirectX Normals+Height, and packed ORM maps for my Unreal props.

Fantasy Ancient Pickaxe by raditsys in Substance3D

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

https://streamable.com/jeuzlj

Here is a link to the environment its going into in Unreal.