Hey man, digging the idea for this character and progress is looking sweet already. Will be awesome if you can get ripped bandages and torn clothing with his burnt skin, looking forward to following the process :)
It's been some time since i've updated my progess on this project here, so I thought I would show off what I've progressed with since the last post! I've had to learn Blender for my new job (yay!) and have been tweaking and making some new assets in Blender for this project aswell just to see how making assets from start…
Adobe have completely stifled any forward progress since the icon went green - this is true and it's a real shame. It's still as powerful as it ever was though. and I'll say it again.. Difficulties with dependency and library management are and have always been a skill issue - the system is robust, customisable, portable…
Studio: R16 Interactive Project: Tale's Edge Role: Technical Animator Type: Contract (hourly or day rate) with opportunity for full-time if deemed a good fit for both sides Location: Fully remote, global applicants accepted Rate: Competitive based on experience, engine understanding and location. Please share your…
thanks so much for the feedback guys! enoki - thanks, yeah I have uped the spce and should now be reading more like metal! Abrvpt - I am getting this alot. You can get red stocks like this - http://i21.photobucket.com/albums/b280/Sycoil/AKTable.jpg But not many people seem to know. I might change it, im not sure!…
hey guys, sorry for no updates at all, im still learning to work with Zbrush and learning the process of texturing. hopefully i'll show you my new progress soon. Have a nice Holiday! Wiz
awesome work! I love the lighting in it. Any chance you can ctrl+alt+shift+'e' your progress next time you do a painting? I'd love to see your process :)
Hey, I'm really enjoying substance painter right now. However I'm confused as to how I can export Specular maps for UE4. IN SP the only shader option I have is Metal-Rough, from my UE4 understanding metalness is not what I want as I've been painting specular maps. In the export options there IS a gloss-specular option…
Ambient occlusion is visible in the buffer visualisation view, it is activated under 'Lighting Components', it is activated in the post processing volume and I have also tried activating it in the world settings under the lightmass tab. Nothing seems to work. I also tried setting my engine scalability to cinematic across…
The McMillan CS5 is a weapon I have been working on and off for while in my spare time and I wanted to start posting my progress so far. Blockout stage is completed for the whole gun. Midpoly versions of parts that are completed so far. I wanted to refresh my memory on my whole workflow pipeline so I decided to take the…