you could have said that to begin with. in fact, it wouldn't hurt for you to proofread your post before replying, including your titles. Intuos3 6x8 is all you'll never for many years.
The last update included no lighting in the diffuse texture. I mostly had that for lighting concepting purposes prior to bringing it in engine. I still have occlusion in the texture, but all the lighting is in Unreal now.
i don't know what hyper real means but if they want a realistic rig, i'd assume it includes stuff like accurately deforming muscles when joints rotate, and muscles flex, etc.
Finally Tyranids in Dawn of War! I wasn't too interested in the first game knowing that my favorite tabletop army hadn't been included. But this has definitely caught my attention now.
It'd be better to add in a chock full of extra details including wrist bands, rivets and all for that resolution. Sometimes a UT2 character with as much detail like that would still work with a 512 resolution.
Good stuff, but I think the biggest question I have is did they include a perspective mode? I personally find it a worthless tool if I can't model in perspective. Otherwise I love it.
Alchemy deliberately chose not include an undo in order to force a more free flowing style on users. Ive got this running under Wine, but unfortunately only the gradient and select tools work properly. :(
Fair point, though the character is mostly going to be covered up with clothing, so you wont ever see any muscle definition. Would it matter not including too much definition in that case?
Finally sharing my latest personal project. A full character for use in a real time game engine, rendered in Unreal 4. Sculpted in Zbrush with some parts hard surfaced modeled in 3DsMax. Textures in Substance Painter, including the skin. Tattoos hand painted and sourced off google, as well as utilizing MidJorney to…
Hi, I’m currently working on a blade in order to integrate it in the game as a skin (hopefully it will be included). I layered most of the ideas and refined the details/shapes. Most of the details will come inside Substance Painter now. Any advice / suggestions before I get to the texturing ? Thanks.