Hi Polycounters! My name is Ron and I'm one of the founders of Cartrdge. We're a portfolio community exclusively for the video game industry; designers to animators to artists to composers, all the way to the folks who do stuff like UI design. That's part of what makes us different from the other portfolio sites out there;…
Hey all together, I just got to check this post again. Thank you all very much for your feedback and knowledge. Indeed its really by far not the best mesh to work with further (it shows also i still have to learn much about character retopology, reflecting the last days until now...). I have to try and fix the mask then…
Website: http://www.wakeupcallgame.com/ Facebook: http://www.facebook.com/wakeupcallgame Intro: We here at Leatharian Studios are looking for an experienced and dedicated Programmer. If you have skills and are interested in working on a highly organized and professional team, then read on. Where the Project Stands: Wake Up…
Damn, it's been way too long since my last update!! I've redone all the placeholder posing I had on the helper. All the poses have been changed up, and there's more of them in there. I think the helper is gonna need QUITE the bit of smoothing out, but lemme know if you guys like the new direction with the helper's posing…
With modularity, everything gets much simpler if you centre your walls on the grid line (of whatever your grid size is, ie: 3x3m). They should be flush (no overlap) with each other when laid out in a line. You will need a piece to cover the gap in the outer corners, but the inner corners will overlap and take care of…
Instancing is one good reason. A level may have upwards of 15-20 million tris in - you dont want to be storing all that as unique geometry if you can avoid it LODs are another. If its all in one piece you cant lod it out smoothly Im not sure on what unreal does but its entirely possible to batch draw calls per shader…
Thank You for all the Kind Feedbacks!! ★ Here are the latest updates. The images don’t fully show the FX, but all effects are clearly visible in the rendered video. ★ Close-ups (Different mode Lighting) Thank you for checking out my progress. I really appreciate all the kind feedbacks. I will try to improve more and…
I have here a flat top hair style with all the modifiers turned off so it's just the base xgen. I'm attempting to smooth the top part but each guide adds a little hill. At first I had spare hair guides, which is usually the best way to go, but this only made the bumps bigger. Each guide I placed just made the hills…
You could also use vertex blended materials (though in Uncharted 4, they are able to use multiple vertex colour channels, UE4 supports 1 RGBA AFAIK). They do all sorts of different stuff with UV channels to mix up the blending too. I'm on my phone and can't search for the UC4 thread where they answered questions. As far as…
Some new stuff from me. Ally Falcon, a repaint of an old sketch I had laying around. Uriel moves to Quake IV Engine. After I tore him a new one in the Quake III Arena he limped off to get some upgrades.