@Atokal: Yes, 100% rendered in UE4. @ghaztehschmexeh: Thx for the info, I didn't know that only replicas have this pattern inside. I simply liked it, so I included it.
This scares the absolute life out of me. Her expression makes her reminiscent of those replica statues that appeared in Majora's Mask whenever you played the Elegy of Emptiness. /shiver
Games that have stuck around on my phone (Droid 1): Chain React Reversi Phit Droid Radiant Ligte Asteroids Replica Island Bonsai Blast Tilt Lander Barrr Paper Tose AstroCommander
Jaw dropping stuff. Just learn so much from your video thank you for sharing. You should get that 3d printed in metal! and make small scale replica engines that actually work.
@poopipe sorry for the late reply poopie, I saw your reply a lot later I moved on so I completely forgot to check the post for a while. I actually found the solution and the thing was because I laid my hair on the y-axis, and rendered it from the top cam. I solved this issue by render from the front cam and rotate the hair…
I totally laughed out loud too, that is crazy. At first I thought it was just an awesome replica from someone who followed your tutorial. But yeah, it's just in worse lighting.
My first model was a replica of the Geoff tutorial model. Don't have pictures of it anymore but it looked just as good as that thing below. GCMP did you use this guy as your ref. Looks pretty close to me. ;)
Darksiders II 'Create a Weapon' Contest We are extremely happy to announce our latest contest - The Darksiders II 'Create a Weapon' Contest!! For this contest you will be creating a Mace, Axe, or Hammer that would fit in the world of Darksiders. One entry from each category will be chosen to be included in the release of…
Well at least it's a reasonable start! Also by the way was it modeled off of a
background reference image or concept art? I’ll recommend finishing translating
each individual blocked piece, into a high resolution (sub divided high poly)
artifact free base mesh which in my opinion believe is the actual core…
He's probably just checking to see if that's the reason for the odd reflections. But to be honest I think It's down to your metallic value. Have you read Allegorithmic's guide on PBR materials? It's for substance but the theory is universal and can be applied to any program that uses the Rough/Metal or Spec/Gloss workflow.…