Hey, Zach! Looking good. I'd be careful with painting individual blades of grass/hair. It can start to feel a little busy! Simplify those shapes. I also like that you're not color picking, that's so much tougher.
Hey PC, Another update to my portfolio! Looking for some work. Portfolio here! *LATEST!* *LATEST!* I can be reached through PMs here, or by email: hahnzach(at)gmail(dot)com My prices are reasonable and I am willing to negotiate an hourly or flat rate. Thank you and I look forward to hearing from you!
Hello everyone, I figured that it was about time for me to make a forum post of my portfolio and hopefully get some wonderful feedback from the community. I'm a 3rd year student at AI-Sacramento I will have to put my website up for board review to determine whether or not I will be able to graduate. I was hoping some of…
@ZacD @Eric Chadwick Thanks for the support! Happy to report that separating the mesh and just enabling Transmission (Without using the Transmission texture) solved my problem!
Hey guys here a new texture and an update of the previous one based on @Shinigami and @ZacD advices ( which I agree with them ). Enjoy @Shinigami @ZacD : I agree with you guys ! Thanks for the help :)
can i become the first zacd instead? Anyway it seems like a dick move to blacklist someone because he's obnoxious on polycountartisans. I wouldn't want to work with dudes who wouldnt even give the zacDs of the world a chance in person.
@ZacD - Thanks for linking that thread. Good stuff. I still stand by sculpting (or more specifically, modeling in Maya > GoZ > sculpting out the final details that may be too time consuming); however, ZacD and imperator_dk bring up good points.
Thanks ZacD, I wish it was closer to the concept as well. lol. Thanks Nitewalkr, glad you like it. And yes, as ZacD pointed out, its Unreal. I was hoping that the UDK came with a premade fod particle i could use but it doesn't look that way.. unless someone knows of one or maybe someone has one they've made I can use?…
Hey everyone, First of all, many thanks to Jameswild and ZacD for their posts! I managed to implement ZacD's version of the water stream in UE4: It's still incomplete and I want to try and implement it differently from what I have now to make it look even more like the one in Wind Waker. I will post a link to the material…