Try to make some narrative or rhythm in your piece. It feels way too long, there are parts where the audience is literally waiting for the next move to happen. The start is too soft, make him look like he is bitting. Look at real animals eating, they are quite sharp on their movements to tear the flesh apart. Pose and arm…
Super late, but you know. Hazardous: see PM :) Ace: Specular is Kajiya Kay-based and the diffuse term is a really soft half lambert (scale: 0.75, bias: 0.25). It works for now, and maybe in the long run I'll look into transmission or SSS, depending on what Max allows me to do. I'm not worried about instruction count as you…
I actually didn't hit soft edges at any point. What I think is going on is when I use turbo smooth on the mesh, it's rounding the edges more than I'd like and when the normal is applied to the low poly it's taking the sharpness of the edges away. Unfortunatley, I'm not sure how to solve the problem. I select the edges I…
its basically a way to anti alias 1 bit alpha so it looks kinda soft, if you look really close you can see patterning, but it looks way better than standard 1 bit alpha. so you get the sorting benefits of 1 bit alpha with a nice soft looking edge, really cuts down on the jaggies. i don't really know where to start looking…
Here is a revised shot of the radio in UDK. I'm having problems getting the specular to behave the way I want - it's either very blown out or very soft. Right now it's soft. I'm probably going to call this good and come back to it down the road. In this version it's 2.7k tris - probably could optimize further, but past…
i'm only familiar with joint rigging, but perhaps a cluster deformer might work for you? just an idea, havent done it myself i believe a cluster deformer is kind of like selecting a component with soft selection enabled this might also be of interest : Maya 2020 | Rivet Command (youtube.com)
Hey everyone, I struggle to understand how to best approach UV-unwrapping/baking the normal maps for these rocks. I'm using Maya > Substance Painter > Unreal pipeline. There are visible seams in the normals in UE and I don't really get how I'm supposed to prevent them. All edges in the Maya meshes are soft using Soften…
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I'd go with the first option, because it's seemingly more safer and "accurate", and gives a similar result. Obviously the better option would to have added a bit of geometry for a physical indent to get some natural AO and such. Using a blur is a good call for the soft height and soft "ao" look. Even though both versions…
haven't tried the following myself but the two sided foliage shading model, compatible with engine versions 4.7 and later looks like it might be helpful? Particularly the settings in the Opacity mask from the "UE3_to_UE4_Transition_Guide": Materials "Soft Edge" for Particles and Translucent Materials ( like hair I spose...…