I like what you have so far. Right now though I think there's some composition issues in regards to object placement and perspective. It's pretty flat as is. You might consider rearranging things in the scene to get some nice foreground elements and background elements. Right now the angles and perspective lead me right…
Alright, so we're at the nitpicky stage. I couldn't come up with any sweeping changes but there are tweaks you could potentially make to strengthen your main shot. The gif is mostly self explanatory, but I'll go through the main changes: The red flag was making an "M" shape and was very symmetrical, I broke that up. I…
@Rhinokey: Lol yeah dude as wet as a virgin on her wedding night! And damn I totally forgot poseable symmetry even existed! I love you for reminding me! @Orgoth02: Brushes are dam standard, clay tubes, smooth, layer, flatten @commandor: NP dude <3 @wup101: Np mang love you! @beartraps: no problemo serote! Te amo mucho…
Heya polycounters, this is my first polycount topic, so be nice ! I've been wanting to create a foggy forest scene for a while now, so here are my current shots after about a week of work: Mainly used speedtree, zbrush (3ds max for bases), and substance painter. All materials are created from B2M using textures from…
Ok, so after this little post and the subsequent response by Teodar23 I decided to re plan my whole scene. And here is the thing i managed to make on the last week. After struggling to find something unique doing some sketching on the old scene,started to lean on to something with nature stuff on it. Here is a crappy…
This might be sketchy, but you can just try pulling out the values from the green channel of the normal map, and use that as a mask/multiply layer on top of the diffuse. Since the Y channel of the normal map stores the normal vectors that face up and down in uv space, you might end up with the effect of having a light…
You should look more into polishing the materials. So far it looks solid but it doesn't feel next gen like Unreal 3 or GoW. A lot of it comes down to how you use your spec and a combination of subtle normals with hardcore grunge. Unreal material editor is very powerful and you can make the simplest of textures look…
Sculpted some more rock elements. Put some textures on the stone steps to see how it would look. I feel like it loses some detail. Might edit the low poly version a bit to make the cracks pop out more. Sculpted another rock. Feeling a lot better about this one so far. I might use this for the big rock on the bottom-right…
Hello! I'm looking for a few people to add to my team. I'm currently making a fighting game in UE4 by the name of Origin of Storms. It is a mix of Marvel's speed and combos with Bloody Roar's transformations. Instead of transforming into beasts, characters will transform into elemental versions of themselves. So far we've…
Hey Guys !! :smile: I´ve been trying to make a a Dota2 /LoL/Wow character /model, I researched and found that to make an easier and more detailed handpainted , what PRO´s usually do is to make a high model in Zbrush or whatever, they sculpt all the details and after that , they make a retopo. The magic becomes when they…