Nice! I love what you did with the hair. Character is all around very neat and cute :) If I had to offer some critiques; Ear could utilize more anatomy knowledge. A bit too much subsurface going on. Hairline behind ears could come forward a lot more. I think the back of the head could come forward a bit too, buuuuuut I…
Dear Polycount community, I need help ! I have been teaching myself animation. In my 3rd day of animating I did a very simple animation that I want to import into Garry's Mod so I can add it to an NPC Pyro and make kinda like a short movie. You can see it [ame=" https://www.youtube.com/watch?v=SFzILDvMwR8"]here[/ame]. I…
My class assignment is to do a Riot Games art test. We have to add a twist to an asset they give you. Also, we have to hand paint textures like LoL's art style. Google "Riot Games art test" to see some other people have done. I had time to work on mine a little bit yesterday, and I decided to make it volcanic/molten.…
I've been working on this as my lunch time project for several weeks now. This bow is intended to accompany a rabbit archer whom I have modelled but haven't begun texturing yet. I wanted to get my feet wet on the bow before jumping into the full character. I started designing, and mixing together a few ideas. Mostly just…
I am texturing a hard surface modeled figure and want to add decals in a separate layer (Graphics etc). What is the best method for adding the decals? I know I have to use to Bitmap inputs (One for the image RGB with the pre-multiplied option disabled) and one for the Alpha (With Mono Channel Output on Alpha). Then use the…
Hey, I have noticed that upon opening a saved project in DDO, the masks are missing from the project window. Worse still, when you left click to add a mask the suite crashes. The masks DO exist in the PS layers but are kinda useless without the ability to edit them via the project window. Secondly, 3DO does not display the…
Ah, I see. Is on left lowpoly with normal map applied, on the right lowpoly mesh shading? Personally, like to reduce the mesh shading gradients for such objects so that the normal map has less to compensate, keeping its limited bit depth in mind. Whether mesh gradient will actually come through also depends on the final…
Hey folks, I just wrapped up my most recent lighting study in UE4 and wanted to share how it turned out. Been building it up and testing some techniques for a while and while there is more to come this version is more or less done (seasons and weather coming soon though). Updated with the newest version of the forest Hey…
[ame]http://www.youtube.com/watch?v=PkNGMZ9AF0g[/ame] ‘Over 9000 Swords’ is a modular weapon system written entirely in UE4's Blueprint system, and is designed to allow developers to quickly and easily add veriety to their games. The system is easily extendible, developers are able to add new mesh components, or even make…
Hu, actually I wanted to finish my assassin project first, but as part of an online course I did this sculpt. As I did most of the sculpting in a T-pose anyways I thought I should also create a real time model of it and not waste the opportunity. more at -> https://www.artstation.com/artwork/DEX5A I am not sure yet if I…