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How to switch to the Adobe Photography Plan as a current subscriber of Creative Cloud

Last year I’ve signed up for the All Apps Creative Cloud plan, at a reduced rate of $30 a month. I only ever used Photoshop and Premiere and never tried any of the other apps. In two days, Adobe will start charging me $52.99 a month. That’s too much for me right now 😢 I …

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How to use skeletons from various Synty Packs in the same Unreal Project

It appears that most Synty Polygon packs share the same skeleton. Therefore we can mix and match characters from various packs and use them in the same project, without the need to retarget our characters again. I’ve explained in a previous post how to retarget a Synty skeleton to the Unreal Skeleton, however if we …

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How to trace patterns in Marvelous Designer

I’m getting back into MD (and a little CLO too), but it’s been a while since I’ve looked at the app so I’ll have to re-acquaint myself with some of the basics. Tracing patterns from images is one such thing I’ve never quite mastered, not until watching Lori’s new MD course about version 9.5. Here’s …

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Building an Unreal Project for Linux on Windows

Unreal Engine has a nice feature that lets us build distributables (packages) for Linux on a Windows system. It’s a magic known as Cross Compiling. This doesn’t work out of the box, but it’s easy to implement with any Windows version of Unreal Engine. It’s not exactly oblivious how to get started with this magic …

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Persisting variables across Level Changes in Unreal Engine

Today I’ve learnt about something called the Game Instance. This is an object that exists only once in our games, is created when the game starts, and torn down only when it ends. It persists across level changes, making it the ideal candidate for storing variables across level loads. It’s one of the first things …

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How to animate UI Widgets in Unreal Engine

I found a very elegant way to animate various properties of the UI widgets we can add to the screen in Unreal Engine. Anything from animating their position to opacity and all kinds of other things can be confined to a mini timeline, then queued programmatically when necessary. Let’s take a look how I’ve animated …

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Retargeting Synty Characters to the Unreal Skeleton

I’ve recently found a much easier way to use Unreal Guy’s animations with the Synty (Polygon) characters, thanks to TC Mabe’s video (and his other one too). This is an updated version of what I’ve described back in March, something I was never really happy with, nor did I fully understand all steps involved. The …

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