5144 tris. 2x2048 (normal and diffuse), 1x1024(spec) Hopefully I improved from last time. [ame=" https://www.youtube.com/watch?v=C2Nv33omK0E"]Rotating Gun - YouTube[/ame]
Hi! What kind of large assets, organic or hard-surface? If I remember correctly, in Unreal tangent basis gets generated only for UV0, which make blending normal maps based on 2 UV sets not applicable by default (search for something like "ue normal map on uv1" and you will find some threads and workarounds). Or just make…
Hey there everyone. This is a current piece I'm working on in Zbrush. I am doing a study emulating a stylized piece. I am using multiple references for this study and plan to make a low poly based off this model. Feedback would be really appreciated.
CCP just laid off 20% of it's staff, 34 here in Iceland, my husband among them, the rest in Atlanta. The company is not doing well, that's for sure. So any companies in the Atlanta area, you have some employees on the loose to snatch up.
Superhero Constructor HI polies, posed and polypainted, made for Unreal Marketplace High-quality Superhero Constructor character set, with countless amount of variations. Compatible with the Epic skeleton3 different sizes: S M L with unique faces and ability to add face mask3 haircuts5 facesClothing types:-basic…
My current project: MGS2 Hallway scene Moodboard: AO Render: I'm not sure if I want to stick to the original scene, or add some more props to populate the hallway some more, as it currently feels a little empty. I also want to try and achieve a more Photo-Realistic look in comparison to the original. Any ideas, suggestions…
Done! Starting to wrap up my high poly for the weapon for my character. Original concept by Naranbaatar Ganbold I threw on some materials in Zbrush just for fun, I loose a lot of the sculpt this way, next time im going to keep the material and just add color
With those games, some lighting information is painted into the color texture. But the brightest, most dynamic-looking lighting is painted as masks which control where the highlights appear on the model, and how wide or sharp those highlights are. If the highlights move across the model as the lighting angle changes, then…
Not a tutorial per say, but nothing says you have to bring in a mesh that's 'accurate' for texture painting. You can bake all your maps externally and bring in a mesh that has all the components you'd need to do painting and previews in 3Do, even if it's an exploded mess. As for material consistency, you can save materials…