Hey, thanks for the info. I have some more questions if you're up for it. The way you mentioned (taking the headache in photoshop vs deformed texture) is how I've been doing it mostly, but it's not always so simple for me. When I've got a more complicated mesh and several different pieces that need to be unwrapped, not…
Jesse must be psychic...I was just curious about this same topic this week. I have a question about the final application of textures though, when using intersecting geometry with this method. If I have two pieces like this, and the UVs are going to be separated 1) simply painting it in Photoshop obviously wouldn't work,…
Yeah it's sadly very true. However as an archive polycount is useful right? I just got Q3 running on this mac and would love to get some models for it. I think I expressed some time ago in a conversation with Jack that polycount could almost become a sort of museum for playermodels, because things really do dissapear off…
The first thing I notice is the poly flow. Look at some of the other heads on this forum that have a smoother polygon layout. It's hard to criticize deeply because it doesn't look like there's much time involved in making it. Even for a noob. Look at pictures of better heads, and listen/read how they did it. There's…
No need to snap to a grid for a 1-off asset. You really only need to use gridded modular meshes if you are making a whole town of buildings, and want to leverage a library of reusable parts. For example: https://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1
Hey guys, just getting into the more in depth features of the material editor within UE4. I'm wanting to tackle the usage of the metallic features to really get some convincing metal visuals down. I've got some really great examples to look at in current UE4 level example content, but I'm sorta baffled on the ins and outs…
There is alot of musculature you are missing. The bone structure is too strong around the jaw and not strong enough in areas like the brow. The example is stylized and the features are enlarged while the skull is small in comparison which suggests youth. In Blender you can set up an image plane and place the front and side…
I've noticed it a lot in recent games like Oblivion Remastered, God of War Ragnarok, etc. The modular meshes have thickness for some reason, even if they are tileable or unique. But some games like AC: Mirage have all their meshes thin. What's exactly the point of thickness here? Example from Ragnarok
Hi, We need a concept artist for a fantasy and sci-fi miniatures project. The ability to process old cliches into fresh and compelling ideas is a must. A background as a miniature concept artist is very welcome; a knowledge of the major sci-fi and fantasy setting is a must. This is an example of what I am searching for:…
Couple of examples from Dead Space. The second one's clearly just a full model swap, but the first one still uses morphs, particles, and flickering lights to hide any jarring transitions. [ame=" https://www.youtube.com/watch?v=4K2r4jpylqE"]Dead Space 2 - Necromorph transformation (slow-mo) - YouTube[/ame]…