Here's a fun fact about my next scene. Because I'm remaking every asset in 3D, I have to use my imagination and fill in the blanks for where all the 2D images stop. But I also want to stay true to the gameplay, and make the world feel just as believable in 3D as it is in 2D. So as I'm modeling, I'm also playing the game to…
Loving the new shots, they are maybe a bit too wide. You could take a look at a 2:35:1 ratio, quite common in cinematics I believe. The cables could use a bit more shine, also the holders which connect to the larger cables on the right could use some more roughness detail as seen in the reference image, they're quite clean…
I don't think you can just set the pivot to the center of an object - you can place a pivot or offset it by hand with ALT+Middle Mouse button. For the local/world positions, you can click on the world icon in the top right in the editor: If you hover over that icon i believe there is a shortcut - Ctrl + ` (I think, but…
After watching another video on the shader where they are tweaking it in Maya I believe it is not matcaps. Although matcaps could be an easier interface to the same effect. They seem to be using camera space normals as a base for the shading, and exposing lots of parameters including color swatches to build your own…
Thanks everyone! MosesTheCGArtist , it all depends, in my experience the amount of tessellation the mesh has from the beginning and the size of the object too I believe factor in when it comes to how much you have yo pump up the tessellation multiplier. 24 was just something I put in since I had troubles with the building…
so i fixed the light bleeding problem :smile: it appears that looking further into it they where inverted so i have switched them and made my directinal light static instead of stationary so i dont get the light on the side of the bricks. i was led to believe that unreal used open GL normal maps but it appears it direct X…
Beautiful! This came out really well - I was a bit shocked looking through your progress thread, the blue-green versions are also pretty, but they don't quite "fit" to me. The warm/pink was a much better decision IMO. :smiley: Also, brilliant stuff with the world position to tint the mushrooms, I think that adds a very…
Nice! i love to see progress like these, keep going! I believe his back looks good you got the muscles in place if you are just going to put armor on top looks like a good base, if you were doing it naked just look at references and find little subtleties to make your piece stand out. I really like the gesture of your…
I think it would be best if You just uploaded Your low poly model so someone could open and check what's wrong (unless it's a super top secret xxx project You're working on). A minute and that someone will find what's wrong x] I somehow believe there's something wrong with the mesh (might be smoothing groups) or the UVs,…
Working late because you "enjoy" it is pretty sad and sets a terrible tone for a professional studio environment and should not be done as ultimately it distorts the market and harms everyone in the longer term. It's also mostly juniors that do it because they feel it's some kind of badge of honour or believe it will…