New version is out, updates included are: * camera light option * new colour picker * couple tweaks to hopefully prevent a instances of crashing. Beats, No clue what's going on. I'll try and look into it some more. Lachtan, the alpha channel on the specular channel controls the roughness of the specular channel. I'll…
Thanks a lot guys! Really helpful stuff here. That demo reel you posted urgaffel is really interesting, I love how they have the particle side by side in the editor view as well as in context. I can definitely cut it down, wasn't entirely sure what kind of length to be shooting for while I was editing it. @Lee3dee: You…
I did one in ZBrush just to test : Step 1 : - A triangle as in the video above to get an idea of where the cuts should go. - A PolySphere for the ball - A Duplicate of this PolySphere that I cut with Slice Curve along the triangle sides, and slightly modify to use as a boolean substraction (LiveBoolean) Step 2: - I ZRemesh…
An image of the model itself would also be helpful. :smile: However, I can see some of the issue already. It looks like you used a workflow preset in dDo for another engine. The Unreal 4 specs (RMA-packed and standard) don't export specular maps by default, and roughness maps are inverted compared to what you've got as…
Wow was I ever blind to the scale issues... I must have been drunk when I laid out the tiles because I added one too many tiles to just about everything. r_fletch_r, good point about the walls, I added some thickness, it needs more work tho. theslingshot, I still haven't settled on the door width yet. I'll be blocking it…
Well it is sucking energy to the players would really be unaffected although they do come close to their face (even with that said I have the same concern). I think what I will try is to flip the direction of the opening so the particles come out forward. Oh yeah I am definitely going to add more volume to the sides and…
Is it possible to import the old emoticons (except that bear type one ) that soern did all those years ago? Nice to see those good ol fashioned PC colours back, changing the 'jump too' roll down so as it goes to the link as soon as a section is chosen as opposed to having to push the jump button even if you change the…
I used to think this way about lots of older games. I'd reminisce about how great they were, but when you really think about it - or better yet, play them again now - I came to realize that what could be (in RE1's case) be remembered as suspense was actually frustration. Sure, the camera angles were pretty cinematic at…
Check out the Q&A vids of Carlo Arellano and Anthony Francisco here: http://www.cgmwonline.com/q-and-a.html Carlo has a method summed up in an acronym that could help you arrive at your original designs: F.A.C.T.S. Form, Archetype, Character, Tools, Silhouette ---- It helps too that you base your designs on reality. If…
Great work and the likeness is good too. But I think it looked better in your first post though. It looks as if you tried to add very fine detail on a mesh that didn't have enough resolution to support it, so it turned out kind of noisy and blobby and not articulated too well, especially in the hair and forehead areas.…