For comparison, here's the original Crysis on PC. And the screenshot is from 2008, so it's running on age-appropriate hardware. Anyway, all I wanted to say with the previous image is that you could definitely notice a simple shader swap, so imagine if the polycounts and such get a boost too. You will definitely notice a…
Bone based, rotation only rigs always look like crap, always. There has been a lot of impressive rigs that really pushed what rotation only could achieve but at the end of the day they still fell short. Translation and rotation bone based rigs can look pretty decent, but you still run into a lot of limitations that…
Texture Photo Pack: Rocks Cliffs Download on Artstation Description The Texture Reference Pack Rocks Cliff contains all you need to analyse this material. In nature, this materials blend with the sea and the land. A lot of smaller rocks have fallen to the bottom of the cliff to shape a natural uncomfortable beach. When the…
Thanks guys. Iclone has a lot of motions that you can edit and even blend them in a motion mixer. Its easy to edit mocap, blend them and export them to your favorite application. Its also possible to import mocap from other sources like Ipi, brekel and edit them in Iclone. Its one of the reasons I use Iclone. A mini…
By the look of the scene nothing is going on. Try to tell a story with your work. Anyone can model and import stuff into UDK. Not everyone can tell a story. Pull the viewer (player, AD, hiring manager, etc) along a story. It's important to have that level of artistry with things. Your buildings need a trim on the ground.…
I think what you might be seeing the option to bake in Max is a specular lighting map. That's not the same thing - you'd be baking what the specular lighting looks like on the model for the current camera/light position and that's not what you're after. What you're wanting to make is a texture map that defines how bright…
Here's a progress update. I've applied mapping coordinates to everything and have started making the base textures. I'm going for a photo realistic final render, and I think the wooden texture is going to really sell the end result. I also discovered Neil Blevins Soulburn Script pack and have made heavy use of his…
Thanks for the replies everyone :) I'm happy to hear that you found it useful! Noise: Warren Marshal is right, you might need to tick the "Replace Vertex Colors" setting. However, to see vertex colour/alpha on your mesh you will also need to add a Vertex Color node to the material and multiply it either by your Diffuse or…
Hi @Maximum-Dev, beautiful landscapes! I've recently started working with WM and UE4 to create landscapes myself, I wish I saw your thread prior to starting, lots of great tips and breakdown, but oh well.. learning from mistakes is a good way too :] This is just an early WIP, need to fix a lot of things and hand sculpt a…
Thanks for the feedback - I should make clear, like KDR is saying, these are Maya renders and I haven't seen it in game yet or worked out how to best replicate some of these effects in the engine. This is basically what I'm HOPING to get in game, the reflections are just rendered reflections Jboskma - I might liven up the…