Hey guys, just wondering if you know of any good behind the scenes videos or making of? I watched the last of us' one again yesterday and it got me looking for more. Please post them if you know of any :D
Check this out. Awesome work feom SE teams deconstructed. It's also a great overview of their upcoming engine. www.ffring.com/news/Agni-s-Philosophy-le-making-of-en-video-cd5117385e8c7.html Found this one on a french website called ffring.com Enjoy.
Hey guys, i wanted to make a skeleton for a game scene and gonna use UDK 4 for it. But i dont know how to start and to create a skeleton for this scene. Maybe you guys can help me or know a tutorial who's practicing this Greetz
I'm reworking a project since I wasn't satisfied with some of the parts of my Scorpio model (please shoot me) and I'm finally at a point where I'm baking within Substance Painter. Today I decided to work on my model's arm. For some reason when I bake within Substance Painter, I get a result which looks like a smoothed…
Audio by Keosz - Super talented and generous dude, check him out if you have time! http://linktr.ee/keosz I wanted MONSTER to be a culmination of everything I've learnt up until this point, to really see what I can do if I pour the time and effort into it. I hope people enjoy it as much as I did making it. Created in UE5…
Obviously I can just make window blinds as they are in real life, but in my experiments, it takes a lot of polys to make it look convincing. Even when I do, the little slats don't look convincing in-engine. They seem to almost disappear from a ways out. It's been a while since I asked how to model anything specific, but…
This isn't something that you will want to fix for this asset, but you have a major problem going on here. Simply put, you've modeled everything much too litterally, and you're not letting the normal map do much work here. Almost all of your shapes are actually modeled out in the lowpoly, which means you're using much more…
There's at least three separate types of baking artifacts present in each of the examples above: * Pixelation / jagged aliasing in the normal textures. * Bright highlights around UV seams and hard edges. * Dark shadows around the inner and outer edges of shapes. * Wavy edges around around the outsides of the cylinders.…
me again :P retopoed the head to make a low poly model. maybe i will revisit it to make it really low poly. then i baked the normals and created a diffuse with an ao bake. could figur out how to make a proper cavity map. the diffuse textur is not yet done and the guy needs some clothes :P i hope i get to actually give him…