I've been working on this character for a while now and decided to make a thread as I work on getting his presentation finished. I'm using Marmoset Toolbag 2 for the renders.
Hey Polycounters, I'm currently sculpting a tree asset to be used in a larger UE4 I plan to create. I'm having trouble figuring out the best workflow to make my low poly retopologized asset from my high poly sculpt. So far I have sculpted the tree trunk in Zbrush and now I'm trying to figure out the most practical way to…
Hey, I was sure I saw something about this around here somewhere, but after spending ages searching, I decided to ask away. Anyone have a tutorial regarding faking SSS in unreal? I would need it for my foliage. Thanks in advance!
While I don't think this will replace the need to have artists, this is still fairly cool. Some pretty decent results as well (but that storm drain is not a good example at all.) Discuss amongst yourselves. [ame] http://www.youtube.com/watch?v=FgTq-AgYlTE[/ame] They could have come up with a better frame for the poster…
Anyone here with any know about working with real time shaders in XSI, I know it has OpenGL and DX9/DX10 and I've seen photos of MGS4 using view port shaders.
hi to all i am working on my show reel and just want to know that can this type of view port result( [ame] http://www.youtube.com/watch?v=6IU-iZ7m2f8[/ame] ) be achieved in Maya. I would really be thankful if any body can help me.
Hello, i'am doing an environment and I must screengrab-it from 3dSmax. I'll use a second uv channel for the global AO. My question is what shader is my best shot. Xoliul's shader doesn't have a AO multiply so shall stay with Standart shader? Thanks