Modular and procedural scaffolding system and various construction site assets for Unreal 4 Marketplace.
Modular and procedural scaffolding system and various construction site assets for Unreal 4 Marketplace. Screenshots gallery.
Bone driven controller rotation source around Y is limited to -90°..90° interval, which can be a problem. For example, if you have an elbow rotating around Y and you have a morph that should be applied between 110° and 135°, the default bone driven controller is useless. This node solves the problem by allowing you to specify custom rotation order that will be used for transforming quaternion to euler.Continue reading “Bone Driven Controller with Custom Rotation Order Anim node for UE4”
This post is about my favorite example house in the pack, a sushi bar. This sushi restaurant isn’t inspired from a house found on Google map, but from a specific sushi bar in my favorite video game series, 龍が如く (Like a Dragon) known in the West as Yakuza. Continue reading “Modular Japanese Town House Example Maps: MS_Machiya_8”
When you have a cloth and you bend an arm or a leg, corrective morphs are used to make the cloth look realistically folded. In this post I describe how I’ve used Marvelous Designer to automatically create corrective morphs for clothes and imported them in DAZ3D.
Machiya_7 is inspired from liquor store also located in Ise in the Mie Prefecture on the same street as Machiya_6.
There are a lot of pictures of this store and they are the inspiration not only for the house itself, but also for a lot of props I’ve modeled for this project, like sake cups, bottles and barrels, curtains, shop signs, etc. Continue reading “Modular Japanese Town House Example Maps: MS_Machiya_7”
I modeled some clothes in Marvelous Designer (using DAZ Genesis 8 basic male as avatar) and then used DAZ 3D to skin them and fit them to a custom character. The automatic skin is pretty good, but needs some little corrections, for example in the armpit or between the legs. Continue reading “How to fix little imperfections of DAZ 3D automatic skinning in Maya”