Heheh..don't worry, it's still on the early stage. It sure gonna have some changes in later stage. About the scope size, it is an oversiezed indeed and I make it like that so that it serve it purpose as the main visual input for the character in combat clearly (kinda fisheye lens). I will reconsider that! and probably the…
Just finishing these up, but decided to challenge myself with a stylized concept piece that I got the okay to do from an awesome concept artist named Garret Post, he made a grenade launcher called the Quickfix, here's my faithful recreation of it: - The aim was accuracy and speed, this was about 70ish hours total time give…
Im hoping someone can help me here please? Basically I am working on handpainting some assets to go into a level for my final college project. I have been happily painting away with many textures and getting everything to a sketchy feel. I got a bit impatient on one particular asset and decided to see what it looked like…
Hello! I´m character artist located in Slovakia looking for freelance job. At the moment I´m working on upgrading my sculpting skills (ZBrush) and I´m also trying to get into hand-made textures a bit (I could handle photosourced texturing - I just want to be able to handle texturing also the hard way). I am capable of: -…
Yeah, I did catch that on page 5. I mis understood the purpose of you post though, having only skimmed the first portion of it. It appeared like you were looking for advice on it. And it's good to hear you can pull this off all in one material. Once I get my hands on UE4 i'll have to give it a go.
AW you are too hard on yourself! I think the wall is pretty cool still. The gun is awesome too. The area where the trigger guard meets the handle is nice.
Thought I would add some stuff here for some on going Criticism from sources outside of College. Concept & Plan The Image on the left was his earliest "Final Design", The two on the right are the plans I will be Sculpting from. I will however be changing the eyes I think to that more similar to an owl, bigger and darker.…
Hey All, I'm looking into ways to most efficiently handle a large amount of tiling environment textures that will be shared across a large amount of environment objects. What are the best ways to tackle this? I'm currently mulling over packing 512 textures into an 8k atlas. This would give me 256 different textures to work…
The trick I like for ground textures is to use a detailmap for the up-close detail, but let the main texture handle the medium-distance. I would also take a good hard look at what they did in Crysis with their textures.
Ahh good I'm glad it helped. Some more quick info about biped and MotionBuilder (separate app) The layers in biped can be handy in helping clean up mocap by giving you a new layer to key over the top of the old. You can also capture a few key poses and some inbetweens using the copy/paste poses (I name them the frame they…