For hair, I was looking at hair cards, at the start. I looked at some game models to see what their breakdown was like, namely from the newer RE games since it's fantastic stuff. Then I started trying to place everything by hand. I quickly realized that was probably not the smartest nor fastest way to work given the…
Website | Forums | IndieDB Mordhau is a multiplayer first person melee game currently in development by a small independent team on Unreal Engine 4. Design your own weapons and armor, then battle it out with other players in various modes. It features a deep and fluid combat system that allows those that master it to turn…
Hi there, "I wasn't meaning to match the concept, atleast not exactly." I think everything hinges on that really. Of course when I use the term "lack of humility" I don't mean it as someone being toxic and pretentious, believing that they can do better than the source material ; I mean it more in the sense of, not having…
Yeah, you can use a Cone primitive, and set the height really low (but not zero). This will give you a circle with circular UVs. Then you just animate the V Offset on the noise texture. It helps if the noise texture is tiled. You can make it brighter by increasing the Output Amount in the bitmap. Good luck!
Hey everyone, I’ve been working on a passion project that I’m hell bent on turning in to an actual game and studio. I’ve posted online before recruiting for this and have met/worked some incredibly talented individuals. We need more talent though. Specifically we need 3D artists (environment, character etc) I’ve got a…
maybe open the pose up a bit more; imo he's too closed in. The dead snake will be a good amount of work (you're doubling the amount of characters now), think carefully if it's within the scope of this project. Add terrain, rocks or similar, as filler on your pedestal so you know where everything goes You can look at raf's…
cactus, While the zwrite method you describe would work, as the ordering is unknown, you have to render your transparent objects a lot of times. This technique is called depth-peeling. As you don't know what fragments end up on top, this multi-passing must be done as many times as you have layers in your scene. That amount…
Hey guys! It's been a week since I've released my Turbo Chamfer to the Gumroad market and the reaction I got so far is nice! especially for Polycount by featuring my script on the front page! ❤ Honestly I'd like to keep Turbo Chamfer as it is as I want it to reach and help as much user as possible from student, hobbyist to…
So talent is sort of a wishy-washy concept that isn't exactly easy to define. On the other hand, the ability to learn new skills and retain knowledge certainly does vary from person to person, and even through the course of a single person's life, as a teenager your brain is a sponge and operating at maximum efficiency,…
Hey! Took a look at the file and the first thing I would note, is that the UVs are not good enough. This loop for example occupies only a few pixels - a bad bake is inevitable: Second note would be that the model is currently not very optimized. Lots of geometry that doesn't contribute to shape and shading. Some general…