Hi everyone!, I've been working on this piece for a while now and i would love to get some critique on it to further improve it! :) I really appreciate every feedback i get and i hope you like it so far! Thank you so much in advance! many greetings, Martin
This is all great info @crazyfingers This is one of my problems, I get on a project get so far until it gets to difficult and I move on to a new project. I am so dedicated to the discipline and I need to focus this dedication to one project. This also goes along with what chrisradsby said about doing unnecessary things...…
Deforges: Thanks for the feedback. I broke up his silhoutte and it looks much more effective. _DeadPixel_: Thanks man! Yea, I hope this shader is a bit better :) Kaelin Hinnant: Thanks :) I did it in zbrush. I basically masked the area I wanted and extracted it. The trick for me is to use dynamesh and always stay at the…
Updates Pt 3.... Much of Mokoto’s gear has been assembled with another set of Kit named, specOps. This is a custom kit of mine comprised of all the spec Ops gear I made over the course of Breach and Clear, and Breach and Clear Deadline development. Allot of it is molle based and was modeled to spec in MODO originally. But…
Eric, Thanks for your reply. I'll look forward to these types of features. Keep up the great work. You and your team have developed some excellent tools. For now, when generating PBR materials from photographs, we can consult the reflectance values per material in your XML files (/PhysicsLookup) for some good suggestions.…
I'm picking up these triangles on this SD material I created and the straight lines look great yet these pop up in the UE4 editor. I went back to the file and found the lines are jagged. I'm trying to fix it with a Blur node and Levels to even it up but it isn't going very well. This mask is a zoomed in image of a 4x4 tile…
To everyone who applied for our role, thank you! We’ve officially wrapped up interviews and found someone we’re excited to move forward with, but we want to pause for a moment to acknowledge you. It means so much that you took the time to share your work, your story, and your interest in what we’re building. We saw so much…
I think you have a good start! My recommendation moving forward would be to focus on creating less-generic props. Things like desks and books look nice, but they have been done many times before. I would think about creating your own items - things that don't even exist in the real world! (There's tons of fun hard-surface…
Hey This is looking great dude. I like the bulk and I like the feel of the materials. I'm excited to see you texture work! I do however I feel like the stitches that go horizontally behind the chain create a bit too much noise and those two pieces of leather behind the chain could just be one. I also would give him a bit…
At least one of the games you mention was created using the non specialist way. Going for the specialist path might sound like a great idea logically, because that one person should become a god at that one thing, reality usually looks more like burned out people wanting to do more then one thing. I changed to a smaller…