Ok, so after poking around and doing some reading and thinking on the problem, I'm starting to think my initial guess was right - that this is an issue of gamma correction. This means two things: #1 - You artist types arent just smoking crack or anything :P In fact actually whoever originally picked up on the whole "use a…
Hi there. As I've been working on a pistol project I've gotten some good feed back, And some question on edge on control in zbrush. After seeing such interest in it, I wanted to see what i could come up with. The biggest thing i came up with was creating a retopologization in all quads, Then creating fast edge loops with…
So what did you do to achieve the far right example? I see that the edges are jagged, but from the side you don't have wavy lines, which is what I'm after. All my examples / tests have the result of your middle cylinder.
Hey! Do you guys know what makes old graphics, old? Take a look at broodwar for example They are sprites made from 3d objects, but they have a unique look, maybe its the color limitation, maybe old render engines, what is it? Some more examples:
Not that hard, if I understand you correctly. Here's a super-simple example, max 8 format. Uses a UDynaFlect deflector, which lets you choose arbitrary geometry. Replace the particle system and you're good to go. http://www.ericchadwick.com/examples/files/particles_filling_a_box.zip
I don't think that's an especially good example, i was just messing before going to bed ^^ You shouldn't look too much for complex examples and super large and impressive shading networks, some very basic effects can easily simulate a large range of materials :)
Very niche. Not this much needed, so not this much trained models for this goal around. Maybe this weight here: https://civitai.com/models/18022/earth-satellite-image-map-generator-mix There is also a heightmap generator: https://civitai.com/models/16826/game-landscape-heightmap-genrator But that was basically it so…
i saw some good hair examples from some of the entries in comicon challenge 2010, and the varga tut is a widely referenced method, but I think this topic needs exploring further by artist & engineers, or perhaps I just need more practice:) and another texture example I made with finer hairs
This topic is probably a better fit for the Unreal Engine forum section. If you want to get assets from one project into another, the migrate tool might be of use. Regarding how to use your own content with this 'Horror Engine', you might have a better chance of getting help/ questions answered on the projects discord…
Make the meshes contiguous, as much as possible, this will reduce headaches later when binding the vertices to the bones (skinning). For example, take a look at how the shirt transitions to the pants, or the pants to the shoes. Street Cop by Mashru Mishu. More examples here http://wiki.polycount.com/wiki/BodyTopology