Look on here as well: http://forums.epicgames.com/forumdisplay.php?f=378 And per not having concepts. Sometimes NDA dont allow as such. Best if the project sounds interesting. To inquire with the people. You cant judge a book by its cover. Could have the best concept artist ever. If the design sucks/generic. Not going to…
Updated the tap to an older one. put his little logo on top, will this be allowed? Mainly worked on the wood texture so far, let me know what you think. It's sitting at 380 tris atm, so need to take some out for it to get to Lod1 (300), but can add some more in for lod0 (500). Was thinking of adding some little notches in…
ok so i know this isnt what this topics about but i dont really want to spam the forum with another thread so please bear with me. ok so here goes iv been using swizzles ref pics iv been practicing modeling a head and doing it like snader said. so how am i doing?:) far right pic isabout 6k activepoints, far left is 386
Hi.I am Tristan, a 3d animation student. This is my first game project. Her name is Aliyah, a dragon ranger. It is based on a Bjorn Hurri concept. Rendered in Marmoset toolbag 2. The character poly count is 38k. Since it is my first game character. I wonder if there is any game requirement I didn't aware of. Any critics…
I am using: i5 3.7 ghz. AMD Radeon HD7700 Series GPU, with the latest driver. 16gb BallistixSport DDR3 1600 MT/s (PC3-12800) UDIMM 240-Pin - BLS2CP8G3D1609DS1S00CEU When I use substance designer, everything is fine. however Substance painter takes up about 8gb of memory and eventually slows down and crashes. What do I need…
I'm no expert myself but "low poly" and "13 317 polygons" don't really go well together aswell. Are you sure about that count? Looks like thats your high poly count, which is meaningless here since I assume you only used that actual highpoly to bake maps But that's just a small side note.
Well, lighting will make a huge difference in the perception of whether a material is accurate or not. Get a good quality HDRI to check your model in. A quality "studio" environment is a must for accurate material creation and judging. Put a couple calibration spheres in the scene, and adjust lighting until they look…
Robert Ramsay's "Hair Strand Designer" is great for generating textures for hair cards. https://www.artstation.com/robertramsay/store/j7PY/hair-strand-designer-v1-287 And as Oglu said, any polymodeler goes for creating the actual hair cards. Personally, I do eyebrows with ZBrush's fibermesh though. First by masking an…
nope. can't say anything. Maybe Jerc can say something. But the last updates have been rather speedy - 3.5 earlier this year, then 3.6, now 3.7. Allegorithmic works closely with the studios and they listen to what people like Rich want. So I wouldn't be surprised to see some cool stuff coming with the next updates. I don't…
Right so I've tweaked the UVS as you suggested, also welded those extra vertices and increased the resolution of the low poly (below). I then baked with xNormal and imported into your fine program. Low Poly: This is the render. Looks pretty good, but did expect less 'waviness' around the edges. Any way to reduce that?…