[ QUOTE ] and I think getting to see your wife like 3 times before she dies of old age sort of blows :P Don't get me wrong, endings where the bad guy wins or things don't work out the way you want them to have their place, but the ending didn't sit right with me. [/ QUOTE ] Well technically when she dies he'll have to…
What is the main purpose of this exrcrsize? Environment construction? Level Gameplay? A fully realized level? Regardless of purpose you should always start off with a plan. Just remember that even the most well thought out plans ALWAYS end up changing during the course of production. My advice would be to look at reference…
Ghost Lake https://www.artstation.com/artwork/bg530G Ghost Lake is a project I have been working on in my personal time. My former lead at Mountaintop, Andy Kreutzer, told me to improve my Unreal Material Skills. I thought a fun challenge would be to create an Ice Material. Once I finished the Ice Material I tried to make…
My first ever big environment! Based on a concept by En Moroldo (https://www.artstation.com/artwork/P64rA3). This was a really great experience, it was incredibly gratifying being able to use the techniques and tools that go in to making an environment.
Excellent post Chris; I was thinking while reading the other recent thread about the whole metalness '1 or 0 only, or is greyscale fine too' that the confusion comes from not knowing how the engine handles the optimised albedo with grey metalness values - I wasn't even sure it was a linear interpolation for instance,…
Well this is a pretty terrible NM thread, probably the worst i've ever seen on polycount. Congratulations! First off, as stated multiple times you need to understand what a normal map is and how it works. This has been explained here already so i will skip that. Now, if you understand how a normal map works, you should…
Good advice. Just to illustrate and briefly add to what's already been recommended: simple elastic and fabric components can generally be created with some basic subdivision modeling. Keeping things relatively simple and letting the subdivision smoothing do most of the work is what makes this process more efficient. Using…
Nice work so far! I like the overall style. Two comments after seeing the concept : - Composition could be a bit better in your picture I think. Of course it's hard to say with the end still wip but you got very bright emissive lights everywhere, they tend to really attract the eye. You could guide the eye in a straight…
Basically the more AO information you take out from your Albedo the more flat the end result looks. Put your last image side by side the image you have in the OP and you see the OP is much more acceptable in terms of end result quality and what you was aiming for. I see the more you made progress and took out more AO from…
the main trouble with this model so far, other than the fact that it's going to take a while since it's your first high poly model, is that it's got a case of the low-to-high mushies. what i mean is that when people are up-rezzing a favorite character from an older game, but wanting to stay faithful to all the details of…