For when you get into texturing, I'd advise looking into using tiling textures in your materials. I see in your initial images that you've already started using them, which is great. You can take them much further though, utilizing trim sheets and material masking to break up the visible tiles. Experimenting with this…
That's looking great! Crits: - The slime trail from the fans kind of disappears behind the wood, kind of odd, looks like the wooden part isn't finished yet? - While on its own it looks great, you might run into trouble when it's repeated. * You might want to make the base texture less detailed and add in some of the wear…
Hey Slosh, Garriola, Great crits from you both. thanks. I'm probably not likely to come back to this any time soon (too much to do, so little time.. ugh). But i feel like i should let you know why i made certain design decisions. Looking at it now, i definitely see what you're talking about with materials and how they…
Pre-feedback final design: -Going with the sleek/clean/formal theme, I made Yi's coat more like a tuxedo (the collar like Ky's and the Scepter 4 team from K-Project, both in my references). The belt is a tuxedo belt. Slacks like Ezreal and Tuxedo Mask. Wasn't sure what to do with his shirt, so I ended up doing a straight…
Hi! So I'm working on a medieval scene and plan to use a modular kit, but I'm not sure what the best practice for splitting up the models would be since I'm not sure how the engine (UE4) calculates materials and textures so I have a question regarding that, though I'm not quite sure how to formulate it best. 1. For the…
"They also use proximity LOD (level of detail). basically If you're far away from an object (like the top of the building when you're on the ground) the engine loads in very small resolution textures, like 512x512. As you get closer, the engine calculates your distance from the object and at various points, the engine…
LATEST ******************************************************************************** ******************************************************************************** I've been doing a lot of vehicles recently and thought I'd try my hand at a weapon. I've had ideas of a sniper rifle bouncing in my head for awhile and…
Hello, unfortunately I can’t show the current project. I will probably create a new scene when I have some free time and show it instead, since I’m not able to share the current one. Video reference: https://www.youtube.com/watch?v=h5fTnIBziXc The issue with my scene is that I can’t achieve the same sense of volume as the…
I get that it is a sloppy way to model, and I almost always avoid ngons when I can, but for all the people saying it is an easy fix to make it quads/tris, that isn't always the case. Once you have to create damage variations of 30 trims during crunch time, you quickly realize that it isn't worth the time and effort to make…