Callistus wrote: »
Alright! After being side tracked for far too long, I finally (pretty much) finished my project. Please feel free to critique, any advice will be put to use.
cmgillett wrote: »
mr_ace loving that style. Makes me want to try it out as well.
kaktuzlime that is a real beaut. Nicely done!
I've been working off of a sweet concept by the dudes of Creature Box. Been having a lot of fun on this one. I've moved on from the high-res and have just finished the baking phase for the most part. Looking forward to texturing and experimenting in marmoset. Hope you guys like!
Some more shots over here for anyone interested
Guedin wrote: »
@JPomeisl : That looks awesome ! I love the design
I'm still playing with Unreal Engine 4, learning Blueprint scripting with the character I did for the Comicon
The grappling hook was a pain in the ass to implement with my limited knowledge, and it still super buggy, but now it's doing something, which is good Unreal Engine 4 - Eren Game WIP 02 - YouTube
ErikNilsson wrote: »
Repainted an old pic for print:
PogoP wrote: »
Awesome material definition Fewes! Doing a gun model myself at the moment, can't wait to get to the texturing stage
Edit - After looking closely at it, do you have some normal map issues on the hard edges on your model? The edges kinda go black... I wonder if that's a texturing thing, cavity map maybe, or whether your normal bake isn't working properly. How did you bake the model?
Snefer wrote: »
Crosspost from my latest thread:http://www.polycount.com/forum/showthread.php?t=133314
Making a scifi hallway, its been so long! Still in blockout/modelling phase.
scotthomer wrote: »
So I have been testing out DDO2, which the guys at Quixel kindly allowed me to put through its paces. I took a break from a currently personal project to bake out the Spellbook (2500tris) and attempted to texture it using a mixture of both DDO2 and my normal hand-texturing techniques. I think I found a balance between the two that was both quick but also gave me the satisfaction of hand-texturing.
Anyway, enough talk: