those vfx are awesome, probably a mix of many skills went into those fx. I would start with something basic eg a campfire or an explosion of sparks. Make those look convincing and have the right movement and weight. Then work your way up to using more complex techniques eg multiple particle fx and meshes in one vfx, mesh…
I'm sorry, but it's illogical to toss off the correlations to past dictatorships as hyperbole. That this step is small is stating the obvious. But that's the actual problem. In many cases of past dictatorships, the transition into it was so small, so gradual, that nobody notices it until we're there. And let's not blow…
Isn't it worth looking into the Zbrush pipeline if you are 'new' to things? Make a rough crate shape in 3ds max but don't worry too much about topology, just make it with pro boolean maybe... give it the appropriate 'style' you feel you need (ie, not perfect cube/square sides for the WoW style?) Then get to Zbrush, detail…
I always recommend Python as someone's first programming language - it's extremely powerful when it comes to computations, and is still really easy to learn. Until you've got a good grasp on programming pragmatics, I would stray away from anything .NET. Learning the .NET side of the house is just as intense as learning…
nice definition of forms on the torso portion of the model. I feel that where the hooves connect to the rest of the legs, it could use a little rework. I found some images which might help you out. The first is a comparison between a cow's foot vs a human hand (sorry I couldn't find it compared to a foot, but you get the…
Ah I see, I was having problems with dynamic shadows popping in and out in UE3 as well. If you move too far back then they will just disappear right? Anyway, I found that changing a value in the UTEngine.ini will take care of this little problem. If you open up the ini file and go to the section that has…
I think you can do something more interesting with the layout and composition. All the buildings are the same height, placed exactly the same distance apart, and look identical. Part of what makes medieval architecture interesting is the total lack of city planning, cramped streets, and chaotic layout of the buildings.…
Latest: Had a crack at sorting the lighting out a bit, i'm liking it a lot more now but still not quite right. Having trouble getting the balance right between too much ambient light making it not seem like dusk/night and too little to see the detail. Made a mesh with an orangey rain material on for under the street lamps…