I cant replicate this anymore, this is driving me insane The single part that I mention in the post that baked correctly is now causing the problem on its own, even though it used to work independently. After re-importing the same asset a couple of times, the visual artifacts seem to be moving. Sometimes they're very…
Which app are you modeling and rigging in? The general workflow usually goes as follows: * Model/Sculpt high poly (if there is one) * Model low poly (optimized geometry ready for a game) * Materials (UV's baking and shader work, usually in the engine) * Rigging (create the skeleton, controllers and constraints) * Skinning…
That is likely very tricky since it not just fresnel and instead some special fresnel based on lighting with reflection somehow. But if all fails I give that a try. That didn't help it. From how I understand PBR it is not just in the shader but also in the lighting and UE4 is build around PBR. So if I would get rid of PBR…
there was no exact reference, used a few faces, not trying to replicate exact features in particular but trying to follow certain general forms; never really though of using scans as reference in splitscreen, will give it a try, usually just use puref on top... and yeah i agree i got a bit lazy in the ears and made…
Yes of course, mechanical aids such as a camera obscura for example was used by various masters during the Renaissance too enhance a photo-real aesthetic the Flemish school in particular were renown for and indeed again implemented in a contemporary context by those without any experience at all, hence able to replicate an…
Screen-accurate replica of the MUTHUR control room. The lights match their on-screen patterns as well. Don't ask me why I'm so obsessed with this room, but a few years ago I bought the original setpiece door frame at auction, scanned it, and decided to take on creating the rest of the room in CG as a personal project.…
Hi all, this piece is heavily based on the not yet released title "ReCore" (XBox One game). Considering there is only a Cinematic trailer and a few images online to go off of, I did my best to replicate it, making my own changes and solutions for places that were out of view. Image: Video of…
Well fist of all I was really inspired by the hatsune miku model Hazardous made last year http://www.polycount.com/forum/showpost.php?p=1623017&postcount=159 So I decided to give it a try and and make my own. I really like the face on his so I did my best to replicate it. And here is the low res version I create in maya…
Hello everybody! My name is Andreas and I am currently working on a 2D Puzzle Platformer for Android. I am currently looking for a 2D Character/objects artist for the game. There are still quite alot of enemies that needs to be added as well as a few objects. I have attached a picture of what a level in the game looks like…
Does anyone know or have a guess as to how the BioWare made the clean beveled edges like in the attached photo? This is part of a texture from Mass Effect 2 and this smooth beveled edge has been a staple throughout the entire series, so they must have a process in Photoshop to create this, right? I'm trying to do something…