Final Result Some thoughts: I'm really really happy that I participated in this contest. I chose to do something that was way out of my skill level due to the complexity. For me as a student, the point of this contest was never the prize, I saw it more like a challenge and an opportunity to push my limits. I'm glad I chose…
Hey guys, I'm having to deal with a particularly picky client that will post paintovers of the target goal he wants, expecting a 1:1 matchness, without mentioning what exactly his changes were when editing the image. Because communicating with him is difficult, I was wondering if there was a way I could overlay for myself…
This is the substance I am working on right now. It's gonna be a Medieval Window! For the first time I will make a more complex material consisting of subgraphs that are blend together. I want to push myself and make something that needs alot more effort than my previous materials, so I thought this would be a good…
I need help with debugging UE 4 shader. I want to have tessellated and displaced terrain in UE 4 with layers blends driven by a height map. Last time I used this simple shader it worked. But no matter what I do it doesn't work with UE 4.19. The landscape tessellates but it doesn't get displaced when I have two height map…
Hey guys i'm doing a rig and i have completed the bone structure. I am now getting onto the technical bits adding constrains and controllers. But before i started I just wanted to know peoples opinions on - Reverse Foot -FK and Ik blends for arms and foot _ And if its possible to apply both methods on the same rigg i want…
Hi there, here's a few pics from my first UDK environment.I wanted to try vertex blending so thought this would be a good environment to use it.I'm a big fan of GTA and the upcoming MAfia 2 so I used those games as a benchmark to aim for. Everything was created in a modular/lego fashion.Lots of vertex blending for the…
I have an robotic character, who have lots of pistons in his limbs. Now, on the animations themselves it is fairly easy - just bake the constraints to the FBX. But the problem arises with using of state machines and such - when two animations blend together in the engine, or a procedural layer is added, the pistons start…
We've tried to design the texturing tools to be flexible and not limit you to a specific style or workflow. There's a free 30-day trial so by all means, give it a go and see how well it works for your needs. To answer some of your more specific questions: "is it only designed for high end texturing (procedural auto-mask…
Hi Y_M, happy that you find that stuff interetsing :) . To be honnest everything in those my material is pretty simple. Here are the main steps of that Overwatch Fanart : I always start just with the layout, working on what I call "naked material", the layout is never final but help me to find the level of detail I want…
Thank you everyone for all your comments and precious critics... this house was not intended as a portfolio pieces and I wasn't even thinking of showing it to anyone as it was really an exercise to learn Cryengine 3 asset creation and workflow...I tried to follow more or less the same kind of modeling and texturing that we…