I haven't read the thread yet but here are a few notes, I apologize if these have already been covered... 1) In general (not saying you do this), don't screw with the spheres original pivot point. Once you edit the eye and make the shape non spherical it makes it hard to get the eyes to rotate properly. When I'm rigging I…
I'll be honest, I messed up in a huge way by completely forgetting that this is meant to be a dungeon entrance :'( but I still had a really great time! Tried out trimsheets, decals, foliage, and also Substance for the first time and learned a whole bunch.
Those UDK renders look very nice. The spec as well as the dark painted areas of the model really pop well in them. Some critique for future models: There are a lot of areas where similar features are mapped twice in the Unwrap, or where large areas of UV space seem taken up by surfaces that are inside the model. You can…
For when you get into texturing, I'd advise looking into using tiling textures in your materials. I see in your initial images that you've already started using them, which is great. You can take them much further though, utilizing trim sheets and material masking to break up the visible tiles. Experimenting with this…
That's looking great! Crits: - The slime trail from the fans kind of disappears behind the wood, kind of odd, looks like the wooden part isn't finished yet? - While on its own it looks great, you might run into trouble when it's repeated. * You might want to make the base texture less detailed and add in some of the wear…
Hey Slosh, Garriola, Great crits from you both. thanks. I'm probably not likely to come back to this any time soon (too much to do, so little time.. ugh). But i feel like i should let you know why i made certain design decisions. Looking at it now, i definitely see what you're talking about with materials and how they…
Pre-feedback final design: -Going with the sleek/clean/formal theme, I made Yi's coat more like a tuxedo (the collar like Ky's and the Scepter 4 team from K-Project, both in my references). The belt is a tuxedo belt. Slacks like Ezreal and Tuxedo Mask. Wasn't sure what to do with his shirt, so I ended up doing a straight…
Hi! So I'm working on a medieval scene and plan to use a modular kit, but I'm not sure what the best practice for splitting up the models would be since I'm not sure how the engine (UE4) calculates materials and textures so I have a question regarding that, though I'm not quite sure how to formulate it best. 1. For the…
"They also use proximity LOD (level of detail). basically If you're far away from an object (like the top of the building when you're on the ground) the engine loads in very small resolution textures, like 512x512. As you get closer, the engine calculates your distance from the object and at various points, the engine…
LATEST ******************************************************************************** ******************************************************************************** I've been doing a lot of vehicles recently and thought I'd try my hand at a weapon. I've had ideas of a sniper rifle bouncing in my head for awhile and…