re: roughness issues. have you made sure that your roughness maps have sRGB disabled in UE4? if you're not packing roughness into a single channel of a texture (ie: AO = R, Roughness = G, Metallic = B) , then just double click the texture in UE4 and find the sRGB checkbox, make sure it's unchecked. if it is packed, then…
i had a nude patch for RTCW for a short time. i couldn't get horny from it. i kept thinking about a)how crap the women looked with the little pouches still on their waist from the belts and their collars sticking out of their necks and b)how cold they would be standing around in an old church like that... i deleted it cos…
It's the render, they're definitely separate. So um, I'm trying to go to work on a hi-res version in mudbox, with minimal success. I probably need a) a pen tablet and b) more polygons, but my pen tablet is acting funky and I don't know if I have the RAM to work much higher than what I have now. Anyhoo I fixed the back fin.…
i have 18 years under my belt doing art, i especially like doing horror, but open for anything i guess :) i specialise in realism and high detailed artworks. i am very flexible unless it is chibi, i might struggle i take inspirations from the old masters in my painting here are two of my sketches the rest can be found on…
Ambient occlusion texture is used in non-raytraced real-time renderers (called “rasterizers”) to reduce lighting from the ambient lighting environment around the model, wherever there are crevices or overlaps on the model. The occlusion is kept separate because it should not affect direct lighting, which is any lighting…
Come on. :) I'm pleased to chat. When I click on the links, the pictures opening separately. And on the polycount, there is an empty window. It’s interesting that the polycount or deviant art has changed. p.s. I did it! B)
Mmh, that does make sense, the only thing is that I cut all of that sort of thing out of the reel b/c really you want it to be as short as possible. SO like, as a self contained scene, it would be nice to have a little calm idling but the reality is that sort of stuff is a waste of an animation lead's time when he's…
The high poly could use a lot more detail. It looks like other than a turbosmooth modifier, the high poly isn't a lot more detailed than the low poly. This tutorial might help you a lot: http://www.game-artist.net/forums/spotlight-articles/10425-tutorial-full-weapon-creation.html There's a lot of things I learned from that…
its weird, ive been looking at this guy fro the past couple days and there was just something that kept bugging at me. today i finally figured it out, its the iron around the hoof, the bolts look a bit pixelated and blurred and b/c i know its there my eyes keep going to it. everything else is gorgeous and i can easiy see…