The two big things they've left open is what will happen after Mass Effect 3 and what is Shepard's fate if he indeed survives in one of the endings. But nearly every ongoing plot thread has been resolved one way or another. The genophage, the geth-quarian war, relationships with squad mates etc. What's left for speculation…
firstly: I really hate it when things take the easy route of making time "the" fourth dimension.I mean coupling 3d space with 3d time then extending that to alternate starting conditions is such... crap. I was really hoping for this to take on trying to visualize higher spacial dimensions. oh well. as for dice, the overall…
The backgrounds look a great deal darker than I'm used to in recent games. Reminds me of "Alien" but with a much higher budget. This is a good thing. The female character designs are very good, in my opinion, they show a lot of character, and they look charming, they're not generic "babes" like I've been seeing for the…
Hey, So i've been doing 3d stuff for a while now but i dont work in the industry. I've tried a lot of stuff and absorbed a great deal of information either through trial and error, tutorials, GDC talks, etc. So take what i am about to say however you see fit. There is a big difference between knowing how to use the tools…
Hi, thanks for replying. Firstly, we don't need to bake an object-specific normal map? But if we put normal decals on our object while texturing, and exporting that would definitely work, right? Because we are exporting the textures and the normal map is going to export? Without baking it right? So in pre-processing, we…
Hey people I have (yet another) UE4 project (that will inevitably get mothballed and forgotten in the future) hugely inspired by the behemoth tank in the Battlefield 1 DLC, and BF1's train behemoth itself. It's been quite a quick turnaround so far, with most of the work shown being done over a long weekend with my place to…
Neat looking model and concept also really liking those fat bevels :thumbs up: "...I'm considering keeping them and trying out the Zbrush workflow. Still not sure. Feedback on this would be apreciated. Also, should I avoid a subdiv workflow at this stage, since it can be slower?" Yeah zbrush, I'd say go for it probably add…
While Substance Designer is my main work skill and tool for a couple decades already. I could say I instantly see what's procedural and whats real in any work , even done by bests of the best. And to get any close to that "real looking" level you need insane amount of time in Designer . Much more then photogrammetry and…
@antonyj, I think that your prop looks good. If this is your first time and you're pressed, don't feel like you need to do every piece in the concept art. I think that it would be a lot better for you to make one really good prop model than 10 really bad ones. What you can do is use this prop as a texturing testbed and…
Yes. maybe. I saw fantastic job people do in SPainter sometimes but Painter sort of rules your hand. While in Zbrush you goes from general low-res form , through mid-frequency details to tiny details and it it makes you select what to do and how smooth vs how sharp. Since the detailing needs extra time you test in game…