Okay guys, Hello to Everyone!!Since I started my project passed about... about 2 monthes I guess. And the farther I go, more I want to make. Everything starts from - "Hey I wanna fast project to tell the story and try new things and pipelines in game engine" and it comes more complex every sigle step.So from now I have a…
@hossin_asadi Hey there, I would really recommend to spend some time on any type of preparations, like: - clear understanding what kind of environment do you want to create (in your case, I assume, its urban alley). Is this a night scene? Is this a day scene? - also it's good to know what type of mood and overall style you…
Since I've been working on this scene for a couple of weeks, I will post some of my progress here. I started by laying out the scene in blender and picking a camera for it. After that, I brought my Blockout models into Unreal and placed light to see how things felt, and see where I wanted the shadow shapes to fall. I…
Hello :) Sorry for double posting :/ So I did a very rough blockout, and will answer questions above. - Location: near a mountain - Who built it: dwarves - ressource: crystals - what did they found -> some ancient thug necro crypt -> they build some runes on the ground to sceal it. - What haunts it now -> ghosts / spirits…
I had a question about the light map and seams issue brought up earlier cause it applies to what I'm currently doing as well. Don't want to come off taking over your thread though. I'm building my walls, floors, ceiling, etc out of smaller pieces and duplicating them next to each other in UDK. I was told the better way…
Even as far as basic anatomy is concerned, it's hard to tell. Most of the time, you won't really notice until you try to actually paint in facial features. That said, there is a lot of wriggle room when texturing such a lowpoly model. You could paint any number of completely different looking faces onto the same lowpoly…
Thanks Guys! drinkmilk- Yeah the pull seems kinda wonky, especially on the quick fire, I'm def going to retool that... it's kind of becoming my bane. kinetic- thanks man! Yeah I want to have the robot approach when the archer Idles, maybe.. Maybe.. Either way I have thought about that for sure. So here's my progress today.…
This was all taught in the video. It is indeed modeled open at first. There was a small opening for the mouth at one point, we then put a "mouth bag" in the mouth (which really fills out the mouth and some of the throat area) as it's for animation purpose. He then teaches you how to actually close the mouth and resculpt…
Found some good inspiration for ya.... Things your scene needs....I know some of this is in your blockout but not in the latest scene yet. Definitely need to make that TV Wall scrolls Wall racks w/weapons I'd ditch the rug and go for planks of wood, (these are not classy guys) I like the post it notes and kiddie type vibe…
For now I'm keeping the two designs next to eachother, making decisions like this tears me up tbh, I can never choose :open_mouth: Two more update shots, I managed to do a blockout of the Ten-Pounder Revolving Field Artillery Cannon (its a HOWITZER MINIGUN), some pose tests, and work on the neck and head areas. I still…