I just joined this site and its crew and I'm glad I did. Thank you for making this site, it is really cool and I have looked for a place like this. I'm sort of new in the 3d scene, and I'm loving it. I only wish I had checked this out earlier. Got myself some good software (finally) and I'm ready to start learning and…
Vertrucio -> About the moss, I did sculpt some moss into the mesh, using alphas, but had a hard time getting it to show when I applied the normal map. I used nDo2 (trial version) and did some experimenting with different n-maps. Maybe I should've added the moss details straight onto the n-map in photoshop? There were some…
For a middle ground, I suggest you watch this tuto here: http://eat3d.com/zbrush_hardsurface My step is alittle different then what the guy did in this tuto, I essentially made it so that for every sculpt I get in a 8-10M polygon brute forced in a shape mass, almost like a 3D sketch, I take it back into 3DS Max and retopo…
@Bibendum - Increasing the audience is good as if they get into it and have an inquisitive mind they will look for more things. The thing is, as i've been trying to argue in someway, is that I dont think games are getting easier. You say that your father and sister struggled with these games... why did they struggle? were…
@scourgewarper Thanks! Thats a great suggestion, I admit that I forget far to often that it may not be apparent why I am doing some things. A lot of times in my brain I'm trying to translate the slight change I make to how its going to look inside UE3, so sometimes it can be fishing and other times may be more deliberate…
Hmmm... I am not really a big fan of the bottom part of the helmet that you made. I mean, while what you are making looks cool, its becoming more and more difficult to recognize what's what. By this I mean, all the detail you are making, while being cool; is making it kind of noisy and not aiding to add to the overall…
thank you for taking the time to explain but i am sorry that i did not understand too well i am using max and maya so if you have a skeleton file maybe you can attach it here or www.rapidshare.com i am working on a little portfolio and wanted a to add some 'brilliant' tech work :) like a little gui with a viewport so i can…
Yes, everywhere there is a hard edge, you need to split the UV, and add space with edge padding. More info about issues to solve with normal mapping here FWIW http://wiki.polycount.com/wiki/Normal_Map_Modeling
Looks like flat geo with modeled shingles on the trim/edges. UE5.3 did add support for nanite displacement which needs r.Nanite.AllowTessellation=1 and r.Nanite.Tessellation=1 set in DefaultEngine.ini. Fortnite uses displacement baked into the models for their buildings.