Hi everyone! I would like to know how i could rig an the wings on this character i made: I have basic knowledge on rigging bipeds, but with wings i never tried it.. How can i make it so that he can open and close his wings easily? Any help would be apreaciated!
sup, (probably late but better than never i suppose) so from what i can see is the reference has a "push-in" towards the interior of the material change, going in the inwards direction. an it looks like you are doing a dissolving kind of change between the materials. That wood could use some slight beveling for me, the…
In games this is usually done with tiled textures.. but then also breaking the tiling with every possiible asset like tree, bushes, herbs, grass , barrels and boxes(!) and of course.. rocks :wink: ..also blending them with vertex colors as controlling mix factor.. ..or have a look here: Blender Guru: How to Tile a Texture…
Hey all, I am honoured to say that I was a speaker at GDC Europe this year with my talk :"How breakdancing taught me to be a technical artist" :) Overview: Technical art seen from a different point of view. While Robbert-Jan Brems only has one year experience in the industry as a professional technical artist, he has been…
I was thinking of making a chatacter that has his helmet filled mostly with water or some such fluid. I wouldn't know how to do this in the first place but What I really want to know is how to make this work in a game engine. UT 2004 is the prefrence but if it's impossible I'll go with whatever game I can get it to work in.
Hello fellow Polycounters With all the great technology coming out I was wondering, how we as artists find our place in the industry (especially in the future)? Having access to so many material-scans etc, will there be a need for an artist to make them by himself? What is the benefit? Don't get me wrong. With all the…
It should be a pretty regular problem but there are no tutorials on how to do this. A common problem would be a lamp shade. How do you simulate light coming through the lamp shade without having it cast the shadow of sed Lamp shade. An example is of this is my hanging lamp. I have a point light inside to simulate the bulb…
which one of these rocks do you like best? the soft or sharp ones? i'm just blocking them out for now, trying to get a feel how to make the primary shapes correct, but something looks off. any rock experts here xD. any ideas how to make them better before i spend time detailing them?
Generally speaking, when establishing scale in your scene for Unreal Engine 4, how
much scaling is too much for the Megascans assets? For the rocks in general? When
I import a rock asset (or any asset) the scale is set to 1. How much scaling is
too much? I’m worried I might lose detail if I scale too high.