
I spent another day on learning Unreal Engine cloth physics. It’s getting better and way more manageable. Also it looks really freaking cool. It’s far from perfect and I’m still refining the look, but the prototype of the first Haunter model is getting closer. I’d like to thank all the random YouTubers who decided to create their own versions of a cloth tutorial. Unreal has a lot of streams and videos on their channel but sometimes their isn’t enough info on their small features. There are lots of documentation on their site, though it was easier to grasp in a video that showed the edits in the program itself.
The first model I drafted was a bit too long and it didn’t flow nicely at the bottom, and I think I messed up in Blender by folding it too much in the center. One of the videos told me about how the model of the cloth/cape has to be clear with very even faces/spaces (in the 3D model). After some tweaking and another trip down the YouTube tutorial lane I thought I’d take another crack at the model.
My second model was a lot better this time, shorter and smoother. Also I understood the physics better in Unreal so that it doesn’t look so wonky when the character is moving around. It still clips through sometimes (the hand going through the cape), but I can easily fix that in the future with many minor tweaks. This is great progress overall I’d say. Tomorrow I’m probably going to learn more about textures, materials, and maybe nodes (visual scripting of Unreal). And from that the lantern will be the next model I put together. So by the end of the week I’ll be able to put a cape, hat, and lantern on the model.
I’m really happy with how the cape looks in movement, I didn’t even tweak its settings yet. I’m not sure if I want it to look so flowy, but I think it’s gonna end up looking more stiff than the original.
GG out.






