Sorry about hijacking the thread, but Is there a way to make meshs/tool tile while still in edit mode? Like if you have one long mesh and draw it out to the point that the ends go off the canvas have them wrap around. Probably not possible but figured I'd ask anyhow while on the subject.
Update: I got some good critiques on the leather wraps, so I mostly focused on that this pass. I took out a lot of the waviness and I pulled the edges up. I also added some damage. I'll probably work on it a little bit more but I think it looks a lot better.
I'd be keen to know this too. Im just wrapping up an Atchitecture degree which I did through distance / part-time learning and I'm quite keen to go on to do an MA in something more game/art related. Let's also not let this thread turn into a 'how useful is a degree' thread.
Sweet! This looks awesome I agree with the contrast crits on the arm wraps, hair and hands. Though a little more insight on what this will be used for will help too on crits. Are you using this for torchEd or just as a portfolio piece? If nothing else you should hook the up the modders this would make a sweet new class!
I'm a sucker for jets. Liking the progress so far. Yeah those tiny details like wires on the landing gear that aren't wrapped into a unified section will chew up your polys like crazy. But if you're cool with that then keep rockin it (and you can always point out the polycount if landing gear is hidden)
Spent the weekend cleaning up a lot of the block in shapes. Got a few more belt pieces to make and then i need to work on his legs and hands. I keep putting them off as i get wrapped up in the fun little pieces so i need to get those done asap!
Started a handpainted style cliff today in Substance Designer today. Should wrap up tomorrow. You can download the sbsar here: http://substance.arvinmoses.com/product/cliff-v-05/ Also got featured on cgchannel! Yay! http://www.cgchannel.com/2015/01/download-five-free-substance-procedural-materials/
Its not billboards, and the normals ARE transferred, you can see that from how the leaves are being shadowed. Its the shading model. Take a look here https://wiki.unrealengine.com/Two-Sided_Foliage_Material This helps with foliage by allowing for a more transmissive material and should help the light wrap around more…
Yes, It's not the most elegant solution but it should work. As long as the center point of that subtool is at zero in unified space. Looking at your image a lot of those vines could be separate subtools. You shouldn't need to have them dynameshed at this point as you're still twisting, turning and wrapping them around each…
I love the metallics, you landed the slightly dulled sides of it. Your color for the darker wrought iron is awesome. I can feel the depth in the NMM and really love the piece. My only qualm might be the handle leather? something about the weave maybe? It looks less wrapped and more like scales.