Jesse must be psychic...I was just curious about this same topic this week. I have a question about the final application of textures though, when using intersecting geometry with this method. If I have two pieces like this, and the UVs are going to be separated 1) simply painting it in Photoshop obviously wouldn't work,…
Yeah it's sadly very true. However as an archive polycount is useful right? I just got Q3 running on this mac and would love to get some models for it. I think I expressed some time ago in a conversation with Jack that polycount could almost become a sort of museum for playermodels, because things really do dissapear off…
The first thing I notice is the poly flow. Look at some of the other heads on this forum that have a smoother polygon layout. It's hard to criticize deeply because it doesn't look like there's much time involved in making it. Even for a noob. Look at pictures of better heads, and listen/read how they did it. There's…
As Neox suggested, you could try overriding the tangents in Substance, using a spiral gradient. As an example, here's one I made for glTF's anisotropy: https://github.com/KhronosGroup/glTF-Sample-Assets/blob/main/Models/AnisotropyBarnLamp/README.md#anisotropy-directions
Cool idea for a portfolio piece, and you’re smart to worry about shots this early – the island itself can be great, but if the cameras are weak, all that work gets lost. A few concrete things you can try: * Pick one main story angle. For example: “approaching the hostile shore”. Place the camera low on the waterline,…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Hey guys, just getting into the more in depth features of the material editor within UE4. I'm wanting to tackle the usage of the metallic features to really get some convincing metal visuals down. I've got some really great examples to look at in current UE4 level example content, but I'm sorta baffled on the ins and outs…
Hi, We need a concept artist for a fantasy and sci-fi miniatures project. The ability to process old cliches into fresh and compelling ideas is a must. A background as a miniature concept artist is very welcome; a knowledge of the major sci-fi and fantasy setting is a must. This is an example of what I am searching for:…
Couple of examples from Dead Space. The second one's clearly just a full model swap, but the first one still uses morphs, particles, and flickering lights to hide any jarring transitions. [ame=" https://www.youtube.com/watch?v=4K2r4jpylqE"]Dead Space 2 - Necromorph transformation (slow-mo) - YouTube[/ame]…
Hey everyone, at the moment we are marketing, sort of speak, our product to a very specific group of developers. When the time comes we will make it very simple to see the advantages with more practical examples and demos. By very specific, I mean users that already know about Amplify Texture or Virtual Texturing in…