Great vid! How do you feel about how far rigging has come along in Unreal and what there is still left to achieve compared to other software like Maya/Blender? I'm assuming the normal pipeline especially for anything a bit more complex is still to import it over but do you think it would be possible at this point to replicate this kind of stuff done on for instance 2XKO just in Unreal?
@@jeremyernst I see you've been doing rigging and skinning for over a decade though. I find rigging and skinning difficult to get right. Thanks for these vids theyre very useful.
@@jamesgtmoore 18 years now! At some point, it all just clicked for me. Materials still feel a bit like magic to me. How people know what math to do to achieve a specific visual result is still something I haven’t figured out
@@jeremyernst I feel the same way about things clicking about materials, eventually the math just makes sense; although to be fair there's SO much depth to unreal materials that you can use that I don't know about it's insane
That's exactly what I was looking for after the show in Seattle, thanks Jeremy 🙏
Great vid! How do you feel about how far rigging has come along in Unreal and what there is still left to achieve compared to other software like Maya/Blender? I'm assuming the normal pipeline especially for anything a bit more complex is still to import it over but do you think it would be possible at this point to replicate this kind of stuff done on for instance 2XKO just in Unreal?
Thank you so much for bringing this one.
Did you untick the sRGB checkbox in the roughness textures? Its required.
@@jamesgtmoore ah, I did not! I’ll admit, when it comes to the material side, I’m very beginner level
@@jeremyernst I see you've been doing rigging and skinning for over a decade though. I find rigging and skinning difficult to get right. Thanks for these vids theyre very useful.
@@jamesgtmoore 18 years now! At some point, it all just clicked for me. Materials still feel a bit like magic to me. How people know what math to do to achieve a specific visual result is still something I haven’t figured out
@@jeremyernst I feel the same way about things clicking about materials, eventually the math just makes sense; although to be fair there's SO much depth to unreal materials that you can use that I don't know about it's insane