Thank you. The reason why we want to test UE is speed and costs. I believe - without proper testing with an actual shot pure speculation I know- that UE can render a frame much faster(there are a lot of other aspects than speed, sure but let's simplify) than Arnold. I rendered CUs with much hair and SSS and got rendertimes…
are u planning on bringing this into zbrush at all? generally tho for clothing it may be a good idea to take a look at this.. http://www.thegnomonworkshop.com/store/product/153/Character-Modeling-for-Production its a few years old but still holds up very well. a lot of it is done in max, with some zbrush for refining…
Hey, probably last update before final. Had some fun with the Quixel materials on the props and vehicle, pretty awesome but showed me that my pc is getting old for this kind of work. Still need to add debris flying around, small rocks, some firewood and a beer can for the character to hold. Also more effects. When thats…
Ive played many games with that control scheme, its very old school. last few platforms Ive played had either just "hold down" or double tap down though, so I guess I just didnt think of it. and as for size, It looks geat in the first part, but the level of detail gets a bit noisy when you zoom out to much, any thats minor…
The only thing I would change would be his eyes. They look a bit to grey and misty. I think to make them pop better, just use the old typical blue or brown eyes. Aside from that and I would agree with how he is holding it looks slightly off only from a picture point of view (race helmets are incredibly light nowadays) the…
@Treboras: Thanks for the critique. What do you think might be added for additional use? @mr_ace: Yeah, there's so many odd old weapons out there, it boggles my mind that people tend to do the same few over and over again. Huot for ex is pretty neat looking. Would totally be my next project if I didn't hate doing guns so…
weeeell. only took a few years... on the upside, we can do more with polygons and alphamaps now, which is pleasant. so perhaps it was worth holding back. ;) since i apparently can not show any of my work from the last two years, i started some personal pieces based on the techniques picked up in that time. that old folio…
Yes. We have couple lods - but they replace 50k version only on the super low settings. And 50k is reserved for top detailed tanks. Actually our polycount varies on different tanks in range 35 - 50k. And we are still in the process of reworking our old tanks - so, you still can find in the game super low poly models. But…
Looks good! Though you could think about doubling the polycount for that tree at LOD 0. The old habits for modeling are starting to make for some weird looking games, where trees get huge oversized quads while ground cover and characters end up getting far more detail in terms of polys for relative game size, making scenes…
I think if Substance can continue to prove itself the way it has, you'll see a sea change coming in the new few years. Yeah, old stalwarts will hold their ground and continue to Photoshop everything but I honestly feel that's a dying skill set at this point. New artists entering the industry will be starting in PBR since…