glad it helped. Just dont astray from one approach at first, cause when u asked the question you seemed like want to model real high poly car (not for game) and now you are siding towards mid poly NFS style car. NOTE that is a different approach all together, the best method that I see for doing that is through Surface…
it also kind of depends on what you're making and what programs you have available. if you have access to zbrush, for almost anything organic (and many hard surface models as well) you should just hop right in and do the high poly first. as far as hard surface modeling, kind of up to you. i would personally say that it's…
When something is that rusty it starts to take on a grainy surface. The metal becomes like sandpaper and there is a lot of color and texture variation in the rust. There will be the rusty browns and the oranges but it also gets these flecks of blueish brown in there too. click me You are also going to see streaks on the…
you've got access to insights and gpu capture tools in unreal - you can also get things like renderdoc working so analysing a capture is easy enough. there is also the potential for branching to cause the gpu to stall while doing on demand shader compilation - not sure how bad the issue is on current unreal versions…
Thanks! Unfortunately, I have a few issues with those textures. Specifically: - Those textures do are not sampled properly at all if my shader has no decal:add or decal:blend - I get a completely random surface texture within _CameraGBufferTexture0 and others if I attempt to read it from an ordinary opaque shader. -…
You're improving. This latest piece is the more promising but you still need to look harder at the reference of your subjects. See with your eyes not your brain, work out the colours the surface contains, work out the story of what happened. For the shack above, you've got a basic shape but the transit between the two…
@MRALO Welcome to Polycount. Consider checking out the forum information and introduction thread. The object has a lot of repetitive surface features so try breaking it down into mirrorable or tileable segments. Working on a small portion of the mesh and copying it to create the rest of the shapes tends to be more…
So I finally finished uni! Here is my show reel as it stands right now [ame=" https://www.youtube.com/watch?v=qXV9RmGDKw4"]Showreel Final - YouTube[/ame] I have applied to some companies and have had an art test and an interview but have been unsuccessful so far. I figure I have two options, either add some variation and…
i dont think it will create a dead spot. seeing as the pen can work through your hand. might just create an annoying dip or surface that the nib will catch on when drawing over. But.. there are replacement surfaces and nibs. I plan on buying some nibs soon, just worn down my first one after a few months use and noticed my…
There are a few different ways. If the placement doesn't matter you can group all of the houses and particle scatter them across the surface. You can also object paint an array of objects over the surface of a mesh. You can also use a Surface Constraint. If placement matters you can use Select and Place. Although, that…