All I can gather from what you're saying, is that if you don't like a song, then you won't take the job on. That's just subjective criticism. From my knowledge, the phrase "can't polish a turd" comes from having to take something that is shit, and improve it. For the record, that's not a shit concept. It may not be…
Ahh okay, so the part I was referring to was the orange part at the base. Seeing the scale reference actually helps a lot, I figured the axe was a bit shorter. SO now that I see the reference I'll offer a few more things, make the green part longer, right now it makes it look like a hand axe and not a bardiche. Second the…
the problem I have with using my intuos for everything is I have a dual monitor setup, and I want the tablet space to be in proportion with the monitors. So if I use tablet for everything then the actual usable space on the intuos is quite small and requires quite big movements to get from one end of the screen to the…
heyho updated my main shader to 0.60 changes since v0.58 - completely reworked the code by hand going away from shaderFX. So I can clean up the code and I have more control over it. - improved the sss-fake - improved the rim lighting, it's now softer and easier to handle - added cubemap blurring per value or per gloss map…
Wow, that's huge. Might be a little daunting for a tutorial, but I'd have to play it to know. As for filling up the area, just play the game some more and look at the techniques Crytek uses to fill up an area. I mainly say that because the concrete walls on the inside of the bases seem bare right now. Hanging wires,…
If you can't change the fact that your engine only supports 1 UV per vertex, then the path of least work may be to edit the vertex normals by hand, and re-bake the normal map. 1. Select all the low-poly body panels. 2. Add an Edit Normals modifier. 3. Select a pair of vertex normals along a panel seam, and press the…
Hey people. This is not a question about how do i create game ready hair.. I promise.. :) I recently purchased an amazing piece of software that spews out haircards + textures with a flick of a wrist. i'm really digging it, but i have a problem in my workflow. I try to only use zbrush for my modeling needs. So far it's…
With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…
Aerial_Knight - It is hard to give you a estimate because the textures were something I worked on and off for probably 4 weeks. Skamberin - Glad you like it! :) Textures were all hand painted except for the wood grain, I used a photo for that. And I am not sure which seam you are talking about. The UVW seam where the top…
For a second there, I thought "where the heck are his hands" but you know.. I kinda like him without hands... maybe little sucker thingies on the ends of his arms? heh.. As far as crits for the texture... Have some boldness with color and values. You really don't have any contrast going on. The smooth transition of color…