Probably wont have the time to do both options. If I do figure out a good way to do it and have some spare time left I'll try it though. Just making these little example images to post here helped me wrap my head around it a bit better. Awesome thanks, seems to be the only way. I have used & made trim sheets before…
Hello everyone, It's been a while.. been quite busy with helping to wrap up Dragon Age Inquisition. This forum has always been one of my favorite, but I wanted to wait to show you this personal thing until I got it all more or less sorted out. So here it is.. sort off finished. :) It is my take on Warcraft meets LOTR. Lots…
Cool, looking good. A couple of notes: The screen left hand feels too linear as it plants on the arm rest at roughly f16. A bot of jitter at f11 for screen right hand. The feet moving at the start feels awkward. I get what you're going for, but I don't know if it feels natural. I feel like the screen left foot could start…
I took some time to compare your main shot to your concept, and did a really quick paintover to play with just a couple of things. First thing that caught my eye was the glass tubing that goes around the building on the left. I think it could use a bit more color variation, kind of like the area that's underneath the glass…
Sean: Ah, but the point is that all the power isn't in the hand of one extremist nutjob. I'm talking about a multi-party system, in which several parties form a government. It's somewhat like the way in which your congress has seats from multiple parties, except they have a bit more to say. In practice, you see that…
Hey, I would love some feedback on the textures for this game-ready golden revolver: are the color values correct, is the roughness variation good, are the smudges reasonable, should the wood be worked on more etc. The story I want to apply is that all of the weapon's metal pieces are gold plated and the metal's original…
Ah, I see. Is on left lowpoly with normal map applied, on the right lowpoly mesh shading? Personally, like to reduce the mesh shading gradients for such objects so that the normal map has less to compensate, keeping its limited bit depth in mind. Whether mesh gradient will actually come through also depends on the final…
The first thing you need to do is make a budget. Find out what eats most of your income. What are your expenses, what you spend on fun, is there money left over for you to save. Find out how much you spend on fun, and see what you can cut. What I learned through from my experience was that one, don't count on making more…
Thank you for replying! I checked the 'create materials' box when importing into Unreal. But somehow, inside the shader, it doesn't have any SpeedTree node created. Based on that, I manually added the SpeedTree node to the World Position Offset to all shaders/materials and adjusted the options on the left, and it works!…