I'm trying to create a particle effect using cascade that has particles that spawn over a volume. I was able to get this working by adding the "initial Location" module to the emitter and and defining the volume. However the particles spawn uniformly with in my "cube". Is there any way to make their alpha values, size or…
An updated Whitebox of the environment i want to create, before i start making the details and textures i want some critique and opinions on anything i should add or change. Some background on the area ive created is this is a checkpoint in a futuristic military controlled city between zones or inside and outside, still…
Hey guys, I recently started creating this environment for an unanounced sequel to a sucessfull HL2 MOD. Please note this is a WIP, lighting is definately placeholder and i plan to add more assets to the environment. Feedback is still appreciated, thanks! As well, we are looking for a few more artists to join the project,…
Right now you have short chubby girl if you reduce her hip you will end up with slim tall girl its up to you I think jaw defining line need more work in front view Legs could use a bit more curve maybe slight contrapposto
beauty noun \ˈbyü-tē\ : the quality of being physically attractive : the qualities in a person or a thing that give pleasure to the senses or the mind The above is very subjective. I can say the most of mundane is beautiful. The famous plastic bag floating in the air almost dancing akin to American Beauty the movie could…
Decals of this nature seems like ~30 minutes of fiddling in PS with a couple custom brushes (that you could probably make from scratch pretty quickly), that will net you some brushes you can use forever into the future, and easy high-res source files to tweak as needed. AI is good at what it's seen a lot of. Examples…
I'm just looking through sounds of Twilight Princess and import them to UDK without any processing. Then I create sound cues that allow to play sounds in specified order, with defined volume and pitch. There are not so many possibilities. For example, i can't play a sound from spicified time, just from beginning.
I'm thinking gold. Which is kind of tricky to represent with just a diffuse. Definately gonna add a few dents and stuff. To match the in-game lightbulbs, the glass will be transparent. The wire inside will glow though. I'll throw the maps up as soon as I'm done! But for now, It's time to take a break and listen to some…
Great Job with the textures Erich I am really digging the sidewalk! The street looks weird tough. No sure what you are trying to portray with the broken looking diver. Your reference shows a clearly defined divider element. Overlaying the brick on top makes it look like linoleum. Keep up the Good Work!
These are neatly rendered. Though diamonds are usually more defined by their internal reflections than exterior shininess. One way I tackled this recently for a hand-painted asset (no reflections whatsoever) was to layer an interior shading as dark blobs on top and bright blobs on the bottom, then have the sharp…