Hello everyone, it has been quite a long time since I posted something here, so i'll do exactly that today.
I have been working on an ops core fast helmet ballistic version and some binoculares both PBR ready. I used UE4 for the render and will soon update my portfolio and hunt for a job... again....
I'am also working on some modular assets ( but this will be for another thread) to be used on a map for " Ground Branch " an indie game developed by 2 very talented people John and Kris.
If you can , do take a quick peek at their project , what these 2 guys are doing is quite promising. One of them was the level designer of the original Rainbow Six and Ghost Recon. God I love these games
http://www.groundbranch.com/
On to that helmet and those binoculares now.
As always, comments and critics are more than welcome.
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just a taste of the environment I'm working on
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Replies
One suggestion I would add is to bump up the polycount near the back of the helmet. In profile, it looks very angular.
@JordanN Thank you, I'll see what I can do about this.
@ScottMichaelH Thank you. Of course you may ask and I'll be glad to answer, It's quite simple actually.
Basicaly, I first used an exponentialheighfog and changed the heightfog inscaterring color to the one I wanted ( dark blue in my case). Then I lowered the fog intensity and the fog heigh falloff to something around 0.2 thus creating a nice uniform background.
Then in the globalpostprocessvolume, I added a vignetting effect to have the dark halo around the screen.
Hope it helped