Hello everyone; I am trying to replicate this effect. The fluffy moss is painted using the foliage tool but I am not sure on how to approach this in Unreal Engine. I tried created bloblike-meshes with an alpha but this was not as organic as in the pictures below. I really love the stylized look of below piece. It is…
Then make something that isn't based in reality or trying to replicate it. Follow people that do fanciful and epic concepting and 3d. Search for surrealist 3d artists(they exist). Look into machine generation and various algorithmic designs. If you don't like something don't consume or make it.
Head scan clean up I was tasked with replicating a digital version of my partners head from a scan. Learnt a lot on this project and big thanks to Liam Grice for helping with the renders/crit. I'll link his Artstation bellow: https://www.artstation.com/liamgrice
i would need xp64 to replicate that error what i can tell is that its using .net framework 3.5 and , if i didnt do anything wrong runs on both 32 and 64 bit (MSIL) but its only tested on win7 so far
You'll progress faster sculpting from reference. Just try to replicate what you see and don't sweat the anatomy too much. Trying to generate a head that looks like ... well, nothing ... is a hard mark to hit. When will you know it looks "right"?
On the other hand, Avatar's aliens do know about good acting, and you can certainly not replicate anything even near their expressive range with silicone masks or even just makeup. And Chewbacca is not a lead actor in SW, doesn't really get to do much...
Going to replicate this concept by : Yoko M. Art (@YokoMatsuokail1 on twitter) https://twitter.com/YokoMatsuokail1 Choose this concept due to the great variety of materials and objects to work on, as well as the Ghibli/watercolor aesthetic this has going on. Going to render this inside of UE4. Moodboard and references for…
Hello im trying to replicate the curly hair in the image, but i am unsure about how i would tackle this. I want to keep the polygons a little low and i don't want to use curves or lofts. So anyone has any ideas i would appreciate it.
I've been trying to replicate the very clean type of panel lines I can do in blender while sculpting, like two chamfer edges meeting. But can't seem to get the same effect in SP2, whether it be because of the alpha i'm using or settings. Any tips?
This is my favorite area. Brickwork, metal plating, industrial signs and mechanisms, pipes and pillars, good variety. Block out goals: See if I can create the assets appropriate for an initial replication of the top section. There's a fair amount of repetition on the structure. I'm adopted a 1mx1m = single square tile,…