I thought this by thread title i am crying and i blame poop for it. If you have the time simulating some folds and seeing how they do things or even watching videos perhaps of fashion shows might help this along.Didn't say stylized or realistic so idk how to really address this other than the above. Other than that , they…
Hey all, I am honoured to say that I was a speaker at GDC Europe this year with my talk :"How breakdancing taught me to be a technical artist" :) Overview: Technical art seen from a different point of view. While Robbert-Jan Brems only has one year experience in the industry as a professional technical artist, he has been…
I was thinking of making a chatacter that has his helmet filled mostly with water or some such fluid. I wouldn't know how to do this in the first place but What I really want to know is how to make this work in a game engine. UT 2004 is the prefrence but if it's impossible I'll go with whatever game I can get it to work in.
Looking for an Artist Partner for a Survival RPG (3D/UI/Sound) – Revenue Sharing I am looking for an artist partner for my open-world survival RPG project. I have been developing this game alone for a long time, but to take it to the next level, I need someone who can completely take over the artistic side. This includes…
Hello fellow Polycounters With all the great technology coming out I was wondering, how we as artists find our place in the industry (especially in the future)? Having access to so many material-scans etc, will there be a need for an artist to make them by himself? What is the benefit? Don't get me wrong. With all the…
It should be a pretty regular problem but there are no tutorials on how to do this. A common problem would be a lamp shade. How do you simulate light coming through the lamp shade without having it cast the shadow of sed Lamp shade. An example is of this is my hanging lamp. I have a point light inside to simulate the bulb…
which one of these rocks do you like best? the soft or sharp ones? i'm just blocking them out for now, trying to get a feel how to make the primary shapes correct, but something looks off. any rock experts here xD. any ideas how to make them better before i spend time detailing them?
i think the good thing about patience is that each part of the design will feel fleshed out, so instead of looking at the project you start as i have to get it all done every-day. Look at it as i have to get this clothing to look right, that is how i get and or got by with the scylla "goal", i still have yet to pose and…
I would suggest applying a skin-colored material to the current model, and put it in the renderer of choice. Before texturing. To see how it actually performs. This should be done periodically during sculpting, not at the end.
Generally speaking, when establishing scale in your scene for Unreal Engine 4, how
much scaling is too much for the Megascans assets? For the rocks in general? When
I import a rock asset (or any asset) the scale is set to 1. How much scaling is
too much? I’m worried I might lose detail if I scale too high.