Hey there, Just some thoughts about this from what I've seen and what you've said. First of all, great job. It already is very nice, what you have here. If you keep going with this and polish some things up, I'm sure some peeps might be interested in it! Now to business. You say you wanna keep this game / the props…
Thanks for your input, this is not the first time modelling for me (im just new to digital 3d), I went to a traditional woodcarving school and made quite a lot of anatomy sculptures as well as nude drawings with live models. I agree that the A-pose with wider stance looks more grounded compared to the narrow feet. I…
Team name: PARPG development team. Project name: PARPG - post-apocalyptic roleplaying game. It's just a working title at the moment and we can reconsider it later. Brief description: I had plans for such a project for quite some time but it was more of a vague idea than anything else. In late January 2009 I decided to…
Project INOva is currently looking for a fun, dedicated and talented team to help create a quirky 3D side scroller game (modification) for the Unreal 2k4 engine. Our main goal for the team and project is to have fun while creating a polished, professional product that will reflect the team's skill level, which will…
I don't think anyone is gonna come after you for rendering your character in max as opposed to a a real-time engine of some sort. The whole idea of the thread is to practice and create characters that will look good in real time, as opposed to just as still life or with extensive post-processing. It is an additional…
CryEngine at the moment does not use physically based shaders unless the brand new steam engine version does, which, if it does already, correct me if I am wrong. So unless you are going to use Toolbag 2 or Unreal Engine 4 or another engine which utilizes a physically based shading system, you don't really need to learn it…
Hey guys @David-J - I'll be making the engine compartment about the same detail as the rest of the bike; detailed, but not necessarily factory correct or macro-detailed. I remember for the Jet Moto contest, someone filled the engine area with lots of interesting shapes that gave it a engine feel and then shrink-wrapped a…
@mightybake I've tested @huffer mesh, and can confirm that something is off when baking with mikkt, and unreal engine tangent basis. if you take a look at xnormal, there is an option in the tangent basis configure to toggle "compute binormal in pixel shader" - it's important that this option is on to bake a perfectly…
The process shown by the group is good as you can see the work done before directly translated into the main Unreal Engine work, Sometimes the work doesn't really represent the work made in the engine as it goes through some changes that aren't documented, I also think that the throne room being shiny and quite fancy…
Really nice work, I like how your iteration process refine your scene more and more each time. Do you plan to render your scene in a complete game engine in the end to add more complicated post processing effects? If that's what you want to achieve, you should probably start to move your assets to these engine to watch if…