Ah. Ok, thanks! I have another issue now :S I am trying to create a character morph sequence that allows for player control over each state of the morph, within UDK. Ideally I want to create the morph between these two states: However, although I think I have the mesh and texture morphing aspect sorted, the extreme…
The horizontal scratches on the trigger are too uniform and don't really match the wear pattern on an actual gun. Look at the first reference photo for an example of extreme wear; the bare metal is in two distinct strips, starting a bit behind the front of the trigger. The patterns on the handgrip are vertical, whereas in…
For first beta any contact with the ground will cause a respawn. if the player lands at a safe speed and gear-first it will be considered a forced landing (as the only reason to land atm is for too much damage) and anything too fast or wing first etc will be considered a crash. Ebventually we will have some better physics…
If your goal is to one-up the design with modern vfx while paying homage to the original (and have a burning desire to do so) then go for it. It's art after all, you should make something that interests you. Otherwise If you're primarily wanting to have a high quality character model for a portfolio, then you may be better…
I recently started using MAYA and am new to it with my knowledge limited to only the modeling part. I created a scene using basic modeling but the problem is that file size is to big for objects modeled. The scene represents a Class room which should of fairly low size as compared to whopping 92 MB !! in size. Key points:…
Okay guys here are the final shots. You can check the video on my Artstation : https://www.artstation.com/artwork/rR3b2e Scene is rendered in Unreal 4 without Ray-Tracing. I was responsible for all aspects of the project. Some additional info about the idea behind it. Levitation Car "JL - Elite Edition Model" is futuristic…
Not bad, there are a few discrepencies proportion wise, but the musculature and details (hands, feet, etc) are looking pretty tight. The legs are looking accurate up to the bottom of the pelvis. the torso is a bit too long and the shoulders are too high/wide. Remember that these are 'standard' proportions, you need to…
just get unreal engine for free and do it there, max is notoriously bad in terms of normalmaps at least back in 2009-2012 builds. no idea how it is nowadays, buit the only thing that counts is how this looks in engine. that said, i would say yes your box is too smooth or your lowpoly too different to your highpoly