OK! Another update on this guy: Added a base to frame it a little better and hide the ground showing on the sides. Added a few stones and tweaked the lighting. Minor texture tweaks as well. I tested the light setup with a turntable animation and took screens from that, that's why the shadows point in different directions.…
Hey, I've been testing out UDK's material editor with some old models and I'm getting some sorting errors on transparencies. Anybody have any idea how to fix this? I've tried every combination of settings under the translucency menu.
I was surprised not to find a separate section dedicated to game development, so I'm asking here. While I learned a lot about making game assets recently, there are two topics that absolute mystery to me. The first one is how to make a ground for a game. Imagine having a road, a sidewalk, a gravel/dirt whatever. E.g. here…
About Us We're a pair of developers from Montreal whos been working in the games and software dev industry for about 8 and 5 years, and we decided spend our own time and work on a passion project on the side. It is still very early proof of concept stage and I'm nearly done the design doc. But what we're short on are…
Hi polycount! Now I’m creating an outdoor scene in UE4 This is what I’ve made for now. My next step will be creating of lights to make a night light model. I have a problem whith antialiasing For now I have to solve this issue by creating a model whith alpha textures or looking for another antialiasing algorithm. CCW!
Sweet, So you just made the site itself within photoshop. Fonts,layout and stuff in layers. Then sorted all the navigation and technical stuff with Dreamweaver? That sounds like the kind of method I'm after... I like the way you've got your portfolio set out. Simple, easy to navigate. Contact icons to the side...
Hey everyone, thanks for the feedback on this piece — the anatomy critique on the foot was correct, so I went back and fixed it. I've updated the image in the original post with the corrected version. Quick note on my workflow, since it came up in the comments: I work with AI generation as a starting point and do extensive…
I'm having some trouble with the normals on my wall. The one on the right shades correctly, but when I rotate the object 180 degrees, the shading is reversed. Anyone know how to correct this? FYI, normals baked in Xnormal, rendered in UDK.
Here is my blockout in Maya. I’m going to take it into ZBrush and refine it further. My plan is to only do retopology on the more prominent pieces, such as the side decorations and the middle section, and bake the rest to keep the polycount as low as possible, because right now it’s far too high, as you guys can see. I…
I had to ask because I'm sure there are more Family Guy fans. Who picked up this movie? I'll be getting it after work hopefully. (Yes, I realize it's only 12pm but I'm sure someone bought it by now :P)