That looks great, the colours are very nice! I personally think it could look even cooler if the flower and cracks occasionally pulse power and light, or had like some energy slowly seeping out from them if you wanted to take it a step further. Also what about making the sphere higher poly so that you can't see the hard…
Remade my spike ball with adjusted geometry. I actually still used the same process that the golf ball tutorial used, but I stopped before the step that created the hexagon geometry and just used the from the previous spike balls and dispersed them out correctly. This way it drastically reduced my tris while still giving…
id say save some texture space and ADD some polys, to me the wheels are too low, some more sections (16 or 20) maybe and a couple of extra loops so they look like train wheels as they have a step that sits on the interior of the rail to stop them falling off! if this is for a FPS then i think it would be important to add…
( sel.value -= step redrawViews() ) ) macroScript SliderManipulatorUp Execute once then assign the macroscripts to hotkeys via customize>customize user interface>keyboard>category : Polycount This would work if you select the slider manipulator first. Change the step for the increment value. The slider manipulators could…
Step one: Do a memorable fuck you moment to my boss as I quit my job. Step two: Design and build a house one a large chunk of land (I hate neighbors). Step three: Find people who need help. I dislike and distrust most charities. I'd rather see my money go directly to helping someone. Step four: Buy my Mom a home and new…
Monthly handpaint art jam http://www.polycount.com/forum/showthread.php?t=149542 Monthly Community Noob thread http://www.polycount.com/forum/showthread.php?t=149583 Weekly Hard Surface Challenge http://www.polycount.com/forum/showthread.php?t=129938 http://www.polycount.com/forum/showthread.php?t=132146 How to get better…
1) you have a lot of shadows baked into your diffuse. 2) You have some objects that stick up pretty high and just can't be faked with a normal map all that well. Those two things combined really are counter productive. 3) You should trim that plane down so it crops to the alpha a lot tighter. It really depends on how your…
You've got a diffuse and a normal map posted - is there a spec as well? There is very little reason to use a normal map without a specular map - if you don't have a spec map, you'll get better material definition by painting the spec into the diffuse, and at that point you're painting in lighting, so your normal map is…
Can anyone clarify how companies like CyberConnect2 and Arc System Works keep their normal edited meshes looking so clean even with skeletal and morph target deforms in UE4? I get clean normals for deforms in blender by using a proxy mesh to copy normals from. Is this possible in UE4?