「Speedtree」の木を#UE4か#UE5に私のインポートし方。多分,もっと良い方法があるんですけど。。。 まず、「Speedtree」というプラグインをイネブルします。Continue reading “SpeedTreeのモデルをUE4/UE5に風のセットアップする。”
Recently (UE4.25) Unreal Engine added the possibility to use alembic hair. It’s a revolutionary feature, still beta, but designated to radically change the procedure of creating characters to use with the engine. Thanks to the fact that finally Autodesk offers Maya Indie also in my country, I was able to test this beautiful new feature that Epic has added to its engine.
This little tutorial is about how to create a braid in Maya using nHair and xGen plugins. All I did was to follow this Daryl Obert’s video tutorial and adapt it to my needs. I’m writing this blog post essentially to memorize what I have learned, as I’m a total noob in the matter of creating hair with Maya.
Let’s say you have 2 code projects, lets call them YourProject and AdvancedWolf and you want to make one, by adding AdvancedWolf code and contents into YourProject.
Here is how to make it using UE4 modules.Continue reading “How to merge UE4 C++ projects by adding modules”
Just a few screenshots to show some progress. Still working on completing it. I’ve also started to modify and add some pieces of the architecture and I plan to add some exterior props too. Goals: create a new Unreal 4 Marketplace pack for Japanese furniture and improve my existing MJH-Modular Japanese Town House pack.
Modular Snap System (MSS) plugin aligns actors by looking at sockets present in those actors. Those sockets are also called “snap points” in this documentation.Continue reading “Modular Snap System Documentation”
I’ve started this project as a learning zBrush project. It consists on remaking/improving some props I already had for the MJH – Modular Japanese Town House UE4 kit, like the tansu (箪笥) cabinetry, and adding new ones. In particular I added a short leg table (chabudai, ちゃぶ台), legless chairs (zaisu, 座椅子) and their cushions (zabuton, 座布団) and a sake set.
This is first zbrush sculpting, I did it a couple of months ago, but I didn’t find neither the time neither the spirit to publish it on the blog, because of a sad event happening at the time.
Kitsune means fox in Japanese and these statues are typical of inari shrines, like the famous Fushimi Inari-taisha in Kyoto Prefecture. It was since the time of the MJH Modular Japanese Town House kit for UE4 Marketplace that I wanted to sculpt them, but only now I’ve started learning Zbrush (and I really love it).
As this statues are my very first Zbrush sculpting, I’ve decided to give them for free to everybody. You can download them on itch.io and use them in your projects under Creative Commons Attribution-ShareAlike 4.0 International.
One of the things I did last fall/summer, but I never published on this blog, is a sushi chef model. I’ve modeled the cloths with Marvelous Designer 9. Actually, the main reason for this model was to try the new features available in Marvelous 9. The typical Japanese geta (下駄) shoes were modeled in Maya lt. Everything is textured in Substance Painter. The character is Lee from DAZ 3D (Genesis 8).
In the last few months, I’ve started a few new things, one of those are modern Japanese houses and their equipment, like gas meters, electricity meters, air ducts, air conditioners, advertising banners. Parts of those could be useful also for the traditional houses, as they are traditional, but as they exist nowadays.
How to use UE4 Unreal Insights profiler with Oculus Quest.Continue reading “How to use Unreal Insights with Oculus Quest”