I'd skip blender and go with 3dsmax or Maya, not only will either of those apps improve your job prospects but you'll have access to higher quality help. I don't want to belittle blender artists but at some point almost everyone of them moves onto max or maya if they start to get serious about 3D, so might as well make the…
There's more to come too. I was shown rigging specific stuff outside of the scope of this release last fall so they are definitely well on their way to going beyond just particles and deformation stuff. Anyone messed with the new realtime shader stuff in it yet? I'd like to spend more time there myself but haven't done…
Sorry for the necomancy but I just found this while searching for something else and I have to say, Killer work! Really well done =) You might want to add geometry for the pupil so you can dilate the eyes growing/shrinking the iris by scaling the pupil geometry. I've done this with morph/blend shapes, animated UV's and…
Well from a technology standpoint, UDK and UE3 are the same thing (I'm sure Epic has added a few neato things to THEIR 'copy' of the engine that isn't in the UDK but that's beside the point). You bring up Max rendering, I wouldn't use max renders for anything except showing high poly work (I usually show a high poly max…
Slash, I'll upload some exemple later this week, but yeah there is indeed a clear visual difference. I'm sure that doom3 could handle both, but the default shader definately calls a specific type of normalmaps. I think I also forgot to mention that all the screenshots shown are straight from the realtime viewer. Anyways! I…
Painting from a photo worked really well in it - place the mesh over the image and zoom/rotate either the image or the mesh to line them up, then simply paint that image directly onto your mesh. Realtime painting of specular values is great, but I want to play with it more. It's a helluva lot more intuitive that Zapplink,…
Once games reach a point where it's difficult to tell realtime rendered graphics from pre-rendered cinematics (close and getting closer with each iteration), the drive for technology will possibly slow down. Games like Ookami and the artistic expanses of Shadow of the Colossus show there's a vast gulf of graphical "looks"…
Thanks, yes for now it is locked to 8 for performance and as it developes I will add the ability to 'place' and 'add' your own hair spawners wherever you like on the sheet with its own settings etc. Will be a while in development but that is where it is heading. I am currently developing the ability to bend strand sets as…
SP 2019.1 The release notes are way too long to be posted here, so here is a quick summary : * New Dynamic Strokes, use Substance files to create new and advanced brush effects * New Displacement and mesh Tessellation in realtime viewport and Iray * New Compare Mask effect to easily blend materials * New Radial Symmetry…
You've included some great subtraction brushes. A nice addition would be similar ones that are additive (Using negative brushes in an additive way produces an unattractive result). Another thing that would be awesome to see is an insert mesh brush in the same vein as some of your old rocks that you've done. It would be…