I'm dusting off an old piece to add to my portfolio. I'm still undecided whether to make this cinematic level or game resolution but I have this as an idea for a IP I've been developing for awhile. Currently I'm redesigning the helmet and spaulders. The thought process behind it is the left side (Devil's Hand ;) ) has more…
while i do agree that you need a basic understanding of math to code or basically do any technical art related thing i don`t think you need a deep theoretical understanding of math to start using it while coding. Personally i don`t have a very deep understanding of math but i can use vectors, matrices and their operations…
I think this might be of interest to you? http://www.hyperent.com/old/TiM-Tutorials-Cloth-Create-Collision.html The script he uses is called Conform_Wrap. Too bad all if his scripts come in a big package along with an installer and no single UI to launch/use them easily. I just unzipped the installer and I manually install…
So Ive followed along the whole way and am in Substance painter but my models normals always look low resolution. For example my 4k textures look like Tim's 2k textures... I believe i followed all the steps but mine looks worse. Mine: Tim's I am aware his is zoomed out more but trust me mine are jagged while his are sharp.…
I'm not sure what kind of texture artist you are (hand-painted, next gen, etc.) but I have a journal that I wrote and update every once in a while with my journey. Feel free to check it out :) http://missmaddytaylor.deviantart.com/journal/If-you-want-to-do-art-Then-DO-it-already-220633379 Edit: I think I read through your…
Looking good! But I think the nose needs some work. First, the tip lacks possibly some definition. Obviously she's stylized and I believe you want to keep this round tip, but I don't feel the structure of the nose tip cartilage at all... I'm talking about the two symmetrical shapes you can see in blue on this drawing,…
* world projected textures with subtle grunge can help break up repetition and can help "tie" props and environment together by blending hue and value (has to be very subtle) * haven't done it myself, but I believe you could use a second UV channel for things like an edge or cavity mask, and break this up with a grunge…
I think you should make the end glow, a fade of what you have at the hilt now to what you had at the tip earlier. Like it's hot out of the fire, specular shine by hilt, glow at tip. I don't think you can turn particles off but there might be a good work around. (But people like particles ALOT). A particle mesh just makes…
Yeah let your card guys know you're going, and carry euros in France and sterling in the UK. You're unlikely to find anywhere really other than places like Calais or Dover that will accept them both. Having lived in the UK all my life, I don't think I've ever seen anywhere that accepted euros. Scotland will always accept…
So this is a weapon I'm working on for a indie game I'm helping develop. This is going to be one of the main weapons in the game. The Assault Carbine. This took me about a day and a half to complete. It has 9192 Polys. What i need help with is tips on how to make a normal map of this and how to texture I have little to no…