Hey to all, I was wondering if anyone has some feedback I could go about and create a Whirlpool/Maelstrom kind of effect in UDK for water. I have been racking my brain for a while, and wanted to create it with materials, but since UDK doesn't have a flow map attribute, I don't know how I could be able to fake the suck and…
So I have dabbled with Zbrush a few time over the years, but finally decided to make the jump from Mudbox to Zbrush. Got a bunch of stuff to learn yet. Anyway so at the moment I am trying to customize Zbrush to my personal preference. I have done changes to the UI so they make more sense to my Maya/Mudbox experience. Now…
Hey folks Been a long time since doing an environment and really need to improve my skills in this area! I'm hoping for some guidance in composing a small themed environment based upon the "temple of Poseidon" and Games workshop "Dawn of War - Necrons". I'm using the temple structure as my main concept and a "sarcophagus"…
Most meaningful Substance soft is Painter probably . Still I have an issue with it and I broke my head already trying to find a workaround. How can I make it work same way Pattern Preview works in Photoshop? or freeform transform in Quixel Mixer ? I mean to have this star "decal" appear on opposite page side? I use pattern…
I haven't used Arnold for years and forgot everything about it already. But to render just a beauty de-noised pass with such a shadow requires a black background, not white, in the actual rendered picture and having the actual background still reflecting in your object material . Usually all renderers have a way to do so…
Hey guys, how are you doing? It’s been a few days after my last post and I can say that I’m progressing at a good pace. I’m breathing this project almost 24x7. Watching medieval movies, games and looking for art in general that makes me remember this project. I can see the importance of trying to “live” in your environment…
The real trick to zbrush is to understand how its a painting program at heart. Everything boils down to this, from its the ability to push millions of vertices on outdated hardware to even the names Pixologic and Zbrush. Its design has more in common with Photoshop than it does Blender or Maya, so it really helps to think…
Thanks jStins and sprunghunt for the useful linlks. I was under impression that evry game use Speed Tree now. Unfortunately we don't use Unreal and this picture : tells me nothing of how they sort out backfaces at first and what vector math operations follow . I want to do something like this in Blender shader editor to…
Hello everyone! I am revisiting Polycount after 7 years! Oh man. I have not been on here since I was in college. I was in a different state of mind at that time and knew almost nothing about the video gaming industry. I am finishing up some freelance for a series of miniatures that I am working on. Once these are completed…
Hello everyone! I apologize as I haven't posted yet but I have been working on this since January 5th. Nothing seen here is really final, it's all subject to much more iteration but I have been working diligently to bring this scene to where I want it to be. I hope you all like, everyone is doing a fantastic job & I am…