Awesome 2d stuff Vella! From the selection of images there definitely is a unity with all of them, though I feel like you could push some of the values. Also, is purple and yellow your favourite complimentary? I suffer from using blue and orange too much. Keep at it!
I would also like to add that you should assign the same material that the target mesh is using, select all and export. This way Unreal won't throw up those **No material** errors on build. If you're in Maya, I made a mel that makes the process a lot more bearable.
1. side view, draw a spline like so: |_ 2. In edit vertex mode for the spline just select the middle one and fillet it, you'll get a nice curved transition. 3. Slap an extrude modifier on it, make it as long as you want. There you go, a quick infinity curve :)
It looks really, really good - I can't quite work out how the main object shader knows enough about the decals to selectively place wear/stuff.. As a side note, the grumpy old bastard in me really wants to know how you handle LODs with this arrangement,
Yeah, you can use Chris Whitaker's script to do that, FB Subobject Pivot. Just turn on the Affect Pivot Only > select face that you want to align with > run the script. If you didn't turn on the Affect Pivot Only option, you will align the working pivot instead.
Hi all thank you for your fast respond, im sorry i cant reply to all, only selected candidate will be contacted. Kindly include the word "animator" in your subject and also your rate $/hr or $/animation cycle when u email to me that will help a lot :)
I repeated your settings but mine still comes out more blotchy. I only sampled from the green and then hit delete or copy and pasted onto a new layer. Edit: I switched to a higher resolution image and tried selecting just the brown and it came out better.
The colon in the name indicates that this model has a namespace assigned to it. Namespaces allow models to possess identical names in a scene without interfering with each other. You can remove namespaces using the Namespace Editor found under Window > General Editors. Just select the namespace and choose Delete.
Working on this a bit...removed the road decals...planning on adding curbs around the buildings to "recess" the cobblestone in areas that are not sidewalk/buildings. give them implied status as roadways... two pics here, one to show selection of the cubes that make up the floor, and the other to just show without the…
AFAIK you'll have to re-export the character with the cloak, you can select multiple objects and export them, they'll show up as individual assets inside marmoset. I recently did this with a little scene containing a terrain mesh, a tree, 3 rocks and a bunch of grass planes.