Hi, few weeks ago in my free time I've started modeling an X-Com rifle model in high poly. As you remember, UFO1 was and old game so there's no proper, hi-res references. Most of the weapon's details are taken from reference pics of modern weapons. Only the main shape (but a bit modified to be more user-friendly) is taken…
D'you ever feel like you've forgotten how to draw completely. Or paint, or sculpt or model? You sit down with a whole host of ideas, put your creative fingers to work, and nothing will come out... Obviously every one does, but right now it feels like weeks since doing anything worth while. I probably just need to take a…
Well, I'm glad a lot of you agree with me. He also didn't bother to change the file names, as they infact are the original file names with a 1 added after the number. Anyways, that might just be reading too much into it. Anyways, I thought I'd show you the message he sent me. By the time I sent my reply on April 7th he had…
I was wondering how they animated those videos from aphex twin: First minute of T69 Collapse https://www.youtube.com/watch?v=SqayDnQ2wmw Here around 03:00 https://www.youtube.com/watch?v=e_Ue_P7vcRE Any ideas? The fact that the 3D-Camera is moving around the objects with those animated textures let me wonder if it was all…
For the figures you gave: 800BAM for a month (should be around 165 hrs for a month's work) = 200BAM/Week = 40BAM/Day = 5 BAM/hr... 1 Working day = 8 Hrs... = 40 BAM This is not including working weekends btw. I'm calculating on basis of being an accountant xD 165-167 hrs is what is used for us to calculate a month's hours…
Hi there, I'm struggling to understand how calibrated albedo maps are actually made. There is so much talk about PBR, how it's wonderful, physically correct awesomeness. But not even Allegorithmic has any information on how to make a calibrated texture. Let's look at an example. Pretend that I want to know what is the…
Hello, I want to create an big cave the problem with that i never modeled a Cave and have no clue how to model one. On Youtube there aren't much help especially for Maya User.. Maybe you know how to model one it would be so much much appreciated I want to model a cave similair to this Concept Art: I appreciate every answer…
Would the glass just be a normal map with specular? -But how would you achieve that distortion/noise? If the glass is the normal map, how would you have the gaps between the green/blue hexagons and the holes within them as a normal map? (do you simply add 2 normal maps in material editor in UE4?) Thank you. It overlays on…
Hey mates. I am very new to UE4. Just cant get a damn SSS going for a simple character model and I couldn't find much about it around except that it only works with a single point light and fails with spotlights around. Any experience tips tricks from where to start ? Here is how it looks now: How it supposed o look: