hmm_rock >Did a quick breakdown of the scene and started blocking it out cool, and how about road ? did you trying to math side sizes of the home's modular props ? i'm also trying blocking to math modules sizes
Howdy, We're looking for some local talent for some short term on site contracts here at Valkyrie Entertainment. Weapons (realistic) Characters (stylized) Environments (stylized) Environments (realistic) Solid production skills from high poly to completed textured assets needed. Studio is in pioneer square.…
right off the bat i notice... -you need to balance him out, hes falling forward in your side views -boots and pants blend together, mostly colour but i take it you haven't really gotten to that yet -his hands... the pinky looks too small, or maybe the ring finger is... not sure, can we possibly have a closer shot of the…
I like it. For me, the edges and lines, general appearance, look very hard. You could bring in the side panels - side of fire arm, and chamfer them more to make the piece look more sleek. It looks like a heavy duty hand gun. Possibly push the scope up to where the white part is - remove that. Could even increase the barrel…
Negative how. Exactly the helmet does its job, it's inlaid in the way that it was meant to be inlaid. One side of the helmet is entirely blank of the skull and smooth finish, the other side is in contrast broken and reveals a skull underneath. Consider the skull HAS to be the same width as the helmet to actually work. It…
Im working on making a modular interior kit for a warehouse that has corridors, hallways, different rooms branching from hallways etc. I can't seem to figure out the best workflow for my situation. If I have an interior room wall that shares a wall with a hallway, should those be two separate meshes or should those be one…
This bit of advice gets thrown out so often that I think it usually just gets misinterpreted as noise, but really its critical: FOCUS ON BIG SHAPES You might think you have an awesome thought process for building something starting with little details that add up to some big idea, and that does work, for other creative…
Hey guys, How to increase the texture pool size in Unreal Engine 4? I tried * [/Script/Engine.RendererSettings] * r.Streaming.PoolSize=1500 but nothing happened. Cheers.
Try turning on "AAHalf" in the right hand side. It will make the size of your documents half as big but will smooth all jaggies out. If you don't mind increasing render time you could just double your canvas size then turn on AAHalf.