@Alex_J : well you're in for a treat once you'll discover the Flatten brush, which is by far the best out of all sculpting apps out there *and* has the option to perfectly conform to the initial normal, producing perfectly flat facets.
The neck flab pops out way too much for how buff his chest is. Pull it in a little bit and add some paunch to his belly and flop his pecs down a bit, like sagging boobs. Right now he's too firm for a big roll of neck fat.
Very busy with pre-prod vertical slice stuff but here's a quick update, room is finished now with decals placed and some basic lighting by me. Our lighting artist is going to work her magic. The only thing it needs is clutter less fog Here it is with proper lighting done by Keziah Pereira, it really makes a huge…
Hey boys, I've got this little scene that I'm going to be presenting to a panel of judges in about 2 weeks from now. My idea was to create this in a low-poly style, and since I've always loved to draw, I thought I'd capitalize on my strengths by drawing all my textures 100% by hand in photoshop. Here is a general view of…
Nice progresses :-B @Its0urFate I agree, some large to medium details would help to give the wood some directionality and break up the now empty areas. I got around to continue with the market stand. I chose to just model away and then map the faces to flat colors, a workflow I recently picked up from Alex_J's project.…
Hey guys, I have this shader I've been working with in Unity. I'm not a programmer, but it's been doing the trick. One thing I dislike about it is that it overrides the 'Colour over lifetime' modifier in unity, which I would really like back. I need the animated Uv stuff this has on it though. I'd rather plug in b/w…
@dirtspacer Hi! Congratulations on finishing the shrine. My main critique would be that the shading looks a bit wrong, for example corners lack definition and flat areas have shading gradients. Checking the textures, it looks like you used an tangent-space normal map for the overgrowth and some other type normal map for…
keep in mind with unreals auto generate lightmap uvs, its not actually doing an unwrap, its taking the UVs from channel 1 and repacking them at a consistent texel density. so if you have stitched/overlapping stuff going on in channel 1 it will carry over to your lightmap and you will get that overlap error. you can do a…
Hey Brad, off to a good start. Continuing what we talked about last night: First and foremost, check your reference regarding roof structures. If you can show me a single perfectly flat roof amongst all of those shit-houses, i'll buy you a coke. It is a very temperate area, and rain and runoff would constantly be an issue.…