thank you @Fabi_G foliage is always getting iterations as I kept some areas more fleshed out than others (for the purpose of the demo), an overhaul is coming up @sketchem I think I will do a decal set specifically for building walls where they meet the ground and some debris to line up. the landscape painting and grass is…
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…
It's a barren wasteland in the US for 3d art, I checked earlier. I knew it was really bad but I never actually knew to what extent. It's extra unfortunate for a lot of us who have worked hard for years to 'git gud' only for the floor to fall out beneath us. Good luck with your game Leinad
Loving this but I believe the muddy colors get in the way. Don't make skin just darker brown in the shadows - it moves towards red due to subsurface scattering. Most shadows on skin are slightly glowing red and there is a clear red subsurface band along the shadow terminator. You can research but let me know if you'd like…
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…