I don't think the grass is geometry as much as it is a grid of planes, they use one alpha along the length with random U coordinates and then project another alpha from above to hide the grass in parts. I tried aiming the vertex normals up but it looked odd. As seen below in my rather poor mockup. oh and they would have to…
Hey Jason, Really solid job overall! I especially dig the organic modeling in the headphones. It's tedious work indeed, but good that you got a workflow going. Look forward to seeing what you're going to do with the next piece! Btw when showing off your wireframe, just have a grey shader applied, don't apply that crazy…
i made 1 scale in max to start with, then working off the grid i arrayed them to the right so that the edges would touch, then did another array halfway down and halfway to the right to get the different rows. put a bend modifier on the entire thing. then i made a spline that sort of encompasses the shape of the dragons…
I don't believe this is possible--if you look at the world from top view--the edge of the grid is the edge of the possible world--it's several kilometers at the default Unreal scale, if I recall. But even at the extremes as is, you start to get floating point precision errors in the animation and collision simulations. If…
Yeah I wouldn't use stuff from devart in a real production environment...unless it was a photoshop brush for stuff like a honey-comb grid or something maybe. Something very generic. Where does everyone get their wood textures (for guns etc). I've never found good ones, most have big rings on them or aren't usable for wood…
Yeah weird huh ? I don't know if its because of the animations, or the much finer pixel 'grid' that the characters evolve on (tapping forward makes you move only a fraction of what a SF3 pixel would be) BTW I love what happens at 1:40 on that Akuma video. The guy is being demolished but at least he manages to trick Daigo…
Nice, looks pretty neat overall. The presentation of the individual modular pieces irks me a little bit though. The spec/lighting is making everything look really shiny and cheap. It all looks much better in UDK though. Maybe consider working on that...or even just getting footage of the pieces spinning in UDK so they…
@DevonM Thanks, i want to mostly stick to the concept, unless changing the proportions improves grid snapping. I don't expect 3D game art to match up perfectly with a painting, especially since i only started 4 hours ago, but i would like to get it close. im still not sure about the back window proportions. [ Images…
it was all in ZBrush. I sculpted about 6 bricks back and front (that would give you 12 different bricks to play with). I took them to max so I can tile them with the grid based (its faster that way for me), then send it back to ZBrush and got the tile normal map. From there I used Knald for the AO and height map…
Absolutely! I just realized that I could do some clean-up on the triangulation and space some parts further away from each other. I have provided the lightmass settings if you are interested in them for this particular result. Edit: I cleaned up the UVs on the room and it has no impact on the light result whatsoever, at…