You really inspired me with this project and method, I intend to start one of my own at a smaller scale of course, and see where I can get with it as a beginner. I don't have time to read through all the comments above so i don't know if this was mentioned before but i was thinking about something. The normal maps unlike…
So .OBJ is actually quite a dated format now, and alot of programs want to store information in it that it just wasn't designed for. Vertex colour is the best example of this. By default, .OBJ's do not store vertex colour. Zbrush actually has a hacky way to stick the colour information in the file, and then it knows how to…
I think the issue is that we're so used to thinking of spacial dimensions, rather than the base concept of a dimension. Technically speaking any given texture could very well be thought of as an 8 dimensional structure rather than a 2 dimensional one you have 2 spacial dimensions(U and V) and 4 color dimensions, RGBA, and…
right - first scene is mostly good, i like the vertex shader but i'm a sucker for that kind of tech in udk. the sand needs more detail to break it up imo, a few small stones and or plants would be good. the props collection needs some work too imo - the i beam is completely straight? why is there a perfect i beam in the…
I agree the lighting looks weird. Of course in a 3d enviro you're always gonna have 'bad angles'. But for a static shot you can achieve a 'perfect angle'. Right now it's really bright and suggests daytime, but your skybox suggests night time. Also, seems like the light is coming from right behind the player, which makes it…
OK, so its beet a while since updating, went to the London Polycount meetup and got some insight into the scene so far. Then went to EGX Rezzed and had a chat with the Creative Assembly artists on the Throne scene and my portfolio in general. And then as of today I met the lead character artist at Lionhead Studios, so…
I added an expression to the model and also changed the color grading in Photoshop, gave it an overal warmer tone. Found the bug for the stiches, the normals with a strength of 1 was too much so it causes artifacts. Did lose some details on the leather parts now that I lowered the strenght to 0.5, but overal I still like…
http://romanyukart.com/store/assault-wip/ Assault from the project vr shooter.This is author's design from 2016. My task was to create a character concept and make it for UE4. Part of the armor for the character used from the armor store. http://romanyukart.com/store/category/armor/