Cool Stuff! I have always wanted to replicate this kind of look but failing badly at it. So quick question really- how to get a look to something like this? is it all in the texture (hand painted I assume?) or is it with just how you render it? or a bit of both? Thanks :)
http://youtu.be/LRcwHG9F0OA Been working on trying to replicate Alice Madness Returns hair physics in Unity3d, this is what I've got so far. Nothing is baked, 100% Dynamic! You can grab the demo scene here: http://www.mediafire.com/download/8hw860c5ac6lnab/Hair_test.rar
Alright fellows, this one has been at this stage for a week, but I am having trouble with the horns, they seem very difficult to replicate. What are your sentiments on this fellow thus far, while you are answering I will be modeling another fellow that may or may not be WOW like.
+1 to looking like a good start man! I am really interested to see how you go about the terrain with WM and material creation etc. I also think it is a great idea to target a company and show them you can replicate their styles.
Just a little update. I've finally got in a base for all the little bits and pieces and replicated the patterns and designs in photoshop to make into displacement maps as bases to sculpt over! I plan to go into everything and make it look really worn and lived in like the film costume
So this morning after my coffee I made my mug, it's my 1st time replicating an object and 2nd time trying Painter! I'm quite the beginner so any tips are welcome! I also have a little Issue Here with Painter if anyone wants to help a bit more! Real : 3D :
One other important note that I'm not sure was stated is making 1 really high quality trim sheet is much easier and faster than replicating all that high quality detail over a unique uv set. Less high quality stuff > lots of mediocre stuff
Hey there mate, Do be careful dredging the web ffor reference in regards to gore. I had a discussion Once with a few colleagues, it became our concencus that most people have been so conditioned by film, that a perfectly replicated wound, can be "inaccurate" or "cartoony" to the genersl audience.
looks really nice, i like it but comparing it to the concept, its scale is off. I know that you maybe don't want to replicate the concept 100% but making it look bigger might give it more awesomeness, at least make those walls taller like in the ref image
That's odd, which version of UE4 are you using? I tried to replicate the problem but it's always showing up as Material Attributes for me on 4.8 preview 2. Have you tried creating a new material just to tick Use Material Attributes and see if it still acts the same?