I just love Autodesk! They are totally brain dead,Or the customers may be! They release a new version less then once a year and they just push out (What they say) an modern 3d package with NEW HOT STUFF. But they dont care about the shitty code from the previous releases which the newer versions are based on! The 2012 was…
I'm not the one who did the math. This is using the Sobel Edge detection shader from Epic. With the default settings, I got a similar result to the first screen. I figured this was just the default draw distance for the edge detection and the fact that landscape is really high res. I had to set the max distance to…
Not a bad start, the main issue at the moment is timing. Everything is moving at the same time making it look very floaty. I believe it was @slipsius that gave the advice which I am paraphrasing here "Push it further than you are comfortable and then bring it back". The grabbing of the cup can really be pushed for the grab…
Started in the industry at 17 in a smaller mobile games studio then off to a AAA job right after turning 19. I have no degree (dropped out of school to pursue full time portfolio building to then land my first AAA gig) and wasn't even old enough to drink at the team gatherings, but wasn't treated any differently than any…
Polearm: 6 works for me the best as you have a strong overall silhouette. Whereas I like 12 but I think you could push the blade shape a bit more. Ward: Gotta be eight for me simply for the shape and pattern. But when youre zoomed out in torchlight I can see that design getting lost so you could counter act that by…
It really depends on your hardware and the polys you are trying to push. Normally now most people like to model high poly at the desired resolution but in the past you didn't always have that option the hardware was just too slow to display that much stuff so you worked with sub-divided models, a low poly approximation…
I really like enthusiasm here. These are looking very accurate recreations of the ol' classic ut weapons. Hope you reflect the type of futurism they have. I might have some words about hardsurface modeling. Some parts of it looking too blocky, especially around the handles and grips. For example the sideways depth of the…
an interesting idea. i think that trebor777 is right tho. its just one calculation of the distance formula. there is perhaps a more significant problem. speaking in general about the graphics pipeline to get into 'screen space' (ie) device coordinates you have to push the geometry through the whole pipeline. so when you…
@mrhobo a lot of the parts are just there to represent where surface bevels will be on the final mesh, just blocking everything out right now. @Selaxnog, yea i was trying to get the small parts under the jaw line to kind of roll backwards but it needs a bit of thinking, everything will have small wires and hydraulics…
You need to push the asset technically. First you have to decide between realistic and stylized. Since you used a photo for textures, I guess you want the former. So for current gen you'd have to look into something like Substance / Quixel Suite to create a realistic wood surface. To just quickly push this particular asset…