The original retail price (Dell.com) worked out at around £2,000. I purchased it in September of last year; hardly any use to be honest. I didn't end up using it for my uni work; just ended up being a desk space saver.
You'll want to investigate subsurface scattering for the tent material, then put a lightsource inside it. Might need to play with camera settings to replicate that photo as well. https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/HowTo/Subsurface_Scattering/…
We've been hard at work finalising and wrapping up what we could for our final submission today - I'm happy to share the trailer we've produced for it :) https://www.youtube.com/watch?v=c4vdyauwXpQ Although we ended up cutting a few corners on gameplay development to focus on refining the visuals for our cinematics and…
@dimwalker , @DustyShinigami : "Hard UV shells - do you mean assigning different smoothing groups (in max terms) for each shell? Vertices are already separated there GPU-wise so what's the harm in separating smoothing groups too?" Of course I won't blame you for asking a question, but this kind of "what's the harm" stance…
Hi everyone! Gonna try this competition out and hopefully follow through the end. I've never done a stylized hand-painted character before so this will be the first and I'm sure there will be challenges ahead of me. I'll be doing classic Fiddlesticks but might alter minor design elements on him. Who knows maybe I end up…
I did ultimately end up going with just one UV tile, since I was getting pretty much the same result either way. So maybe yeah, one 8k was fine for this? Still kinda surprised!
ah, it's not bad, definitely adds more contrast. no matter what, you have a great sense for colors and composition, will be awesome in the end i think. your first scetches are already better than what i will have in the end :D do you have a portfolio/ website somewhere?
Also haven't seen the tut but, as Fwap said, the problem seems to be that the geometry ends where your texture should tile. If the borders are changed, you'll most likely end up with these gaps. I'd suggest extending the geometry across the borders and then sculpting inside a designated area using WrapMode:
If you're in a city it's always nice to see if there are some local printers who can help you out. Being able to see different types/qualities of print in person ends up being much less frustrating and you usually end up getting what you want.
I find answers mostly lacking, I ended up ticking a lot... My perfect examples would be FlatOut Ultimate Carnage and Burnout Revenge for 360. Both of them were just one furious, exhilerating experience right to the end, with pretty much everything done right.