I played the demo yesterday, on PC, with all the goodies turned on. DAMN it looks nice. The best looking UE3 game not made by Epic sofar ^^ Love that they took the time to add all the little extra polish to the pc-version, like the physics on paper, etc... The combat is awesome. I'm a big fan of rather easy but cinematic…
You honestly can't really compare these Scifi shows mentioned, they are all so different. I love Firefly for the characters, I love BSG for the gritty realism and military stuff. I love SG1 and Atlantis for the adventure, I love Doctor Who for the cheesy fun. BSG is awesome SCI-FI, I'm really enjoying it. It's definately…
Don't give up, it's a tricky thing to do. Just keep observing and trying out. Look how layered this kingdom hearts hair is, lower layers are darker than the upper layers. That helps giving it a bit of structure and defining the shapes a lil better. Otherwise it'd look messy! Why don't you try making a single strand with no…
If you love this girl then stick with your heart, otherwise you will regret it. I still have my day job in a different career path, but have gone the freelance route and work remotely on projects. It's a lot more work and frustration. But the goal is eventually turning that into my day job, which means I get to have both.…
can someone help me understand the difference of an albedo and the albedoM? i have been using the regular pbr calibration profile. I am now trying some things out in UE4 and when i input a base diffuse it wont show up under AlbedoM but it does under Albedo. (albedo is not a default map when using the ue4 preset) i cant…
Its just something I noticed and I might be wrong but my eyes say no there definately is a problem there. Its one of your shots on The Hideout where you show a wooden structure piece. This piece I could not see anywhere in your actual scene renders and the wooden structure seems to have ngons in them.…
I have a standard layer groups setup which gives me a context for organising and exporting my layers. This setup is in a PS action I have set to a key. It speeds up my workflow immensely as once I have a standard look defined for a surface I can very quickly translate it to other objects across a project as the only…
Can you tell us what you're trying to do? It would help us help you :) It looks like you're making a mannequin? Crits: The fingers on that hand need some work, the lengths are incorrect and they're oddly shaped, they shouldn't get thicker towards the end. The thumb is bending unnaturally, think about where the joints are,…
After looking through the art in UT3 and Gears of War, I wasn't happy with how my door was turning out. So I decided to start over on the diffuse and concentrate on defining my materials. I also am doing a little more hand painting, it seems to hold up alot of better in the unreal editor. I found out that why my diffuse…
This is coming along really well. I immediately recognized him from the first WIP shot. I think you can cram in a lot more detail into this sculpt. I agree with getting more realistic shoes, maybe define the forearms a bit more? It'd be cool to see his fingernails a lot more busted up a bit more like he'd been gnawing on…