The iron bands on both the doors and the barrels are very thick. For the barrels, they should be ~1/16" (2mm) thick. The doors can be a bit thicker, but you're still talking about ~1/8" (4 mm) thick. Iron is very strong and quite heavy, so it has traditionally been as thin as possible for whatever task it's intended. The…
Hiya, I like how game-focused your work is, they are definitely animations that belong in a game. However, they are not necessarily the type of animations that poeple look for in a showreel. An example of a hand idle with a gun in FPS doesn't really show fundamentals of character animation much. Your walk cycles are good…
Can anyone explain what a vector transform node in the material editor does? It seems to be changing the coordinate reference system? I've been teaching myself unreal materials while I get some of my stuff set up in it, and everything is really straightforward so far (instant feedback rules!), but I hit a block when I was…
poopipe thanks for the comment . We don't use Unreal. I am still not sure I understand it completely . How would it work in a PC game for example ? Would those huge textures need to be stored in system RAM , while loading parts to vidocard on the fly ? Isn't it going to give some micro fps drops ? Or not anymore with…
The level of detail you are using is inappropriate for the camera distance of Dota 2. You seem t ofocus on delicate shapes when Dota 2 art is all about bold, graphical shapes. This is because in the game a weapon takes up very few pixels and anything small just becomes noise. Some examples to look at: Consider how the…
This isn't too much of a critique for you, but I ran across this a few days ago while doing some research into UE4 ArchViz stuff for myself and it may help you a bit. https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting Koola has a example of his work that you can download from the marketplace. The basics…
Invisible or hidden edges only really apply to modeling software. Often the direction of the hidden edges is determined by the program, for example Maya forces all hidden edges to flow in a certain direction so if you want to flip a hidden edge you have to force it to be visible. In Max you can flip hidden edges any way…
Well, that textures definitely come a long way, my only crit for now is to at least add some geo to the tip of the nose. At that res, you could afford a handful of tris to make a decent shaped nose. Just take a good look at the Quake 3 lady posted above, stellar example really. Also, I'd like to point out that this is…
I haven't started writing my own shader from scratch yet. I'm working on an expansion pack for a game that happens to need a graphical update. The graphics programmer at our company is booked solid working on another title. So we're having to make due with a programmer who's never done graphics before and myself. We're…
To clarify my earlier post, I've been banging my head over this for a while. I've been using Mudbox for PTEX vector displacements in my work flow for quite a while now, and I've tried everything - but success seems almost random. Here is a run through of my workflow with some examples: 1. Model my base mesh, for this…