and.......here is another iteration of the floor, last one...i promise. I sharpen up the details a bit more and change the colour around in SP. Pretty happy with it tbh, but in any case i have to move on and do other parts of the project, other wise the project as a whole is never gonna get done :) .
do you go to life drawing much? i only ask because the reference drawings you have seem very, sterile to me. It doesnt really feel like a person, it feels more like a mannequin (sp?) to me. Not a bad start, especially if youre saying this is the first female you've done.
Hi everyone, Just wanted to share a project I've been working on—a stylized, modular medieval city built for Unreal Engine 5. My main goal was to achieve a vibrant, anime/Ghibli-inspired aesthetic while keeping everything extremely optimized for real-time performance. Everything is modular, from the structural pieces to…
Hey :) I'm working with a non square texture ( for some reasons, I have my trim + decals on 1 texture 2048*4096 ) However, each time I want to place a strip on my trim, I have to go in the modifier Unwrap UVW > select my texture in the list > go to the Options > specify 2048 * 4096 Is there a way to be faster ? Is there an…
I think @AFsoft is reffering to radial mirroring. I'm a bit confused tbh, i would have used floating geometry and SP stencils for the ornaments and the low poly would have been a lot less detailed. Of course each of us has his / hers preferred way of doing things and that is great. Thanks for the tut!
Looking for: game animator Project: you'll be working to bring the world of rotting circuits to life. A apocalyptic environment. Build, craft, gather survivers and survive ever changing environmental challenges, enemy factions that fight dynamicly for control over the open world space. Length of project: worked on for 9…
I recently entered the Hum3D Space Rover art challenge. I have a bunch of WIP images on my artstation: https://www.artstation.com/artwork/8lQ8Pm Link to the competition page: https://hum3d.com/challenges/sp-e-09/ My aim was to make stylized and colourful. Also to take the low poly 3d style and push it further.
Thanks for the feedback guys. I think you're right about that dirt. It was a layer of dust that I then erased using the rain particle brush in SP. It worked well in places like the top of the pistons but not so well on those flat faces. I'm gonna do a few texture tweaks and reupload when I get chance.
Medal of Honor (2010) used Beast/Unreal 3 for singleplayer and Frostbite 1 without lighting middleware for Multiplayer. SP developed by EALA, MP developed by DICE. Medal of Honor : Warfighter (2012) used Frostbite 2 with Geomerics Enlighten (Just like BF3). MoH : WF developed by EALA aka Danger Close. BF3 by DICE.
and by all means, copy the seed and generate a local copy of the map in youe own SP games. Make it creative mode so you can fly around.... that way you can scout out a spot and look around some to find a spot for yourself again. Mist will have to start her flower collection over, sorries.