Depending on how close the player will examine the chain, it can be modeled as a series of planes with an alpha mask (a normal map is nice, too) that are close to perpendicular to each other. From some angles, the player will spot the illusion, but it actually works amazingly well from most points of view. If that approach…
Be sure if you can work with kids. I had some practice in school and hell no. I'm definately not good kids teacher. Or teacher at all. And age group matters. From my little experience it was best to teach really young ones like 7-9 years old. Less noisy, easier to get some attention and excitement from them, which is…
I miss the ambient occlusion. I think the belt color need to be different to define more, couse now it has the same diffuse as the skirt. Everything looks new and clean. The body of a warrior can hold some scar. Its looks more like a model guy from an advertisement, not a real life warrior. The black thing on the arm is a…
Yeah you can author diffuse/albedo maps in linear space if you want, and if you've created the map in linear space while previewing it in game, you should leave it as linear. Most people author diffuse/gamma maps in gamma space, because photoshop works in gamma space so its easier to "see" the results. Gloss/roughness maps…
Doesn't UE4 only support metalness maps.. the specular maps are just an artistic tweak to control the sharpness of the reflections.. whereas in toolbag they are what define a metal and the color of the metal.. UE4 takes that info from the albedo for all the areas that are masked as white in the metalness map and…
I look at building kits in these ways: * What biome I am trying to create? * How much variation do I need to make this biome look natural? So in your case if it was say an area like this: Think about the types of parts I would need. * I see many window types, but I think I can get away with 7. * 10~12 doors. * Wall…
Hey guys Some more updates on the Diplodocus. I pulled the neck under the jaw down a little to hopefully make the head sit a little better. The tail has been bought lower as well as the spine area being more defined which matches references much closer. The front chest part has been raised up as well as the front…
Thanks for the feedback guys :) sltrOlsson: Sure, I can try explaining my process a bit. Normally when I do textures I don't really have a certain structure or typical workflow that I follow, it tends to be a bit chaotic at times. But generally I start out by loosely laying down a base containing the most essential details…
Hi, Our VR title Private Eye is a Greenlit, noir psychological thriller which is best described as Memento meets Rear Window. Here is a gameplay video from our prototype: [ame] https://www.youtube.com/watch?v=O2zy3SghZvs[/ame] You can learn more about the game here: http://privateeyevr.com/ We have just secured a small…
Hi, I am making a game (Just for the heck of it :P) I will have to make all the media for the game, so I wanted to see if that is possible because I'm not that artistic I would really like some comments on what I did wrong on the character below. I'm drawing a blank on what style to define it as, but it is not suppose to…