@stororokw Thanks ;) ! I am trying to keep the whole hair model somewhere around 20 ~ 30k tris which similar to FFXV spec for main char hair. As for flickering shadow , seem like latest update of UE4 fixed that :D I just use a really sharp looking alpha mask with just decent width hair strands. anyways , not much update so…
to build on what BARDLER said, you need to add more geo! Dont be afraid to use splines to block out edges in 3d before getting in to the mesh, and use lots of mesh modifiers (youll need so much geo that adjusting vertices by hand wont be viable anymore unless maybe if you use soft selection, but im not a fan of it) Most…
Games for the NES, GameBoy, SNES, etc. work based on a limited set of 8x8 pixel tiles (in hardware). But because 8x8 isn't enough to convey a lot of detail designers in the 8- and 16-bit era typically used 16x16 macrotiles as a basis for their art. You can see this clearly in titles like Super Mario, Zelda and Final…
Okay so hmmm I agree about the huge amount of wasted "life-time" that I see going down the drain amongst friends and collegues, and myself too. As a matter of fact, at the minute a game starts getting dull, I drop the controller and give up on the game almost entirely because from that point on, every second I spend in…
I'm working in Max so I've got FFD, I'll try attaching them all together and doing that. And when I said flat, I meant sorta like Hellboy's hand, but then I went back to look at it and his hand is actually pretty really round.
I'm not sure physics is going to be a good way to go, it will probably take longer to get the results you want then to just suck it up and model the damage yourself, create blendshapes/morph targets and animate them as the damage occurs. If you're animating the damage, you could probably need to set up a few progressive…
it's a really cool work ! care to show how you proceed the workflow ? and i'm indeed interested in tessellation workflow :) ffffffffff stupid keyboard ! i posted too early -_-
r_fletch_r's script is pretty cool. Personally in the past I have just used a 2x2 FFD cage for this type of thing. You can just select the verts from the top, bottom, or whatever and numerically align them to the grid or to a specific position on whatever axis.
Cheers for the comments everyone :D Here are some wireframes, sorry for the resolution, just took these as screengrabs out of max. @AngryMindtricks: Nothing to fancy in terms of modelling, lots of rendered splines and edge modelling. Bend modifier, FFD or the conform brush on top. Is there anything in specific you would…