Well, some of them could be inspiring. One of my favourites: http://bato.to/comic/_/comics/beck-r536 However most of shonens can only inspire people to kick "bad guys" asses and save the world through violence, which is nothing more than childish fantasy. They show how stubborness and willpower and friendship let you…
first of all congrats to all contestant, I don't finish my brawl entry I admit :( , little bit thought here i hope u guys don't mind : the epic ratio between character and environment art is little bit imbalance here, the characters are already really good/awesome, but environment are beyond superb. ( because i believe we…
It's certainly *possible*. The newer Mortal Kombat was done with UDK, but as James said...it's no small task. Even with a more simple homebrew approach, with a fighting game, you're talking about spending a lot of time with the animation and collision systems in UDK, which are two of the more confusing systems in the…
UT3 has very specific texture layouts for character models: "UV Layout Unlike previous custom objects in UT3 with characters we are constrained to a set UV layout for the body and the head. This is because when unreal takes the various parts that you make have mixed and matched with other bits in the same family it needs…
I'm not sure why Epic does this with their cylinder primitive. I know this type of mesh works better when tesselated, because the triangles are more evenly distributed. Tesselation is used for displacement, here's an example: http://wiki.polycount.com/wiki/NyraCharacter The ngon in your example is not too bad. As you can…
Yep, it really depends on how deep you really want to go. Rigging can get really technical, really fast. Are you looking to get into rigging so you can put it on your resume and rig anything a character artist can throw at you, or are you looking for the fastest route possible to get something working in UE4? A good option…
render - thanks for the reply. Your plug in looks good. I like the concise documentation too. But even if I use your tex tools, I'd still like to learn how to do it the more traditional or long winded way, so as not to feel ignorant. Without your plug in, how would you go about unwrapping a character as per the example…
Is this battleship going to be something I can run around on in first person? Or is it going to be in a scene with 100 other ships? It's not just about proformance. If your making a 3 mil tri object that doesn't need that much detail, then your wasting time. Or maybe your not working on a big AAA epic game and only have a…
Bouchfx: Thanks for taking a look. I do plan to make the low, texture it, and possibly do a small scene. btw some epic beard portraits :) Added a few more of the bracket things and tried to mix up the board lengths to make it a little more "thrown together." I like the idea of "oh snap lets go get some gold, tie shit on…
Our first location is a planet called "New Skylake". Here are some shots from it. Our primary goal is to have solid 90fps so lighting is pre-baked and we try to optimize as much as possible to have room for characters and different FX. So far everything is textured 100% with Substance Designer. Planets are also fully…