Thanks for the speedy replies guys, I can always count on Polycount. To bad I can't pay you guys all the tuition I owe my school. I think I understand what I'm going to have to do, but I believe there has to be a simpler way... SummarySo to summarize this long winded explanation (sorry guys, felt I didn't explain well…
Copying medical drawings and photos will only get you so far. Gestures and poses will help you understand the dynamics of human motion and deformation. The common mistake is to open up a comprehensive anatomic encyclopedia and replicate what you see. What you end up with is a crude rendition of every single muscle bone and…
Just Quick Question. :-) Is there anywhere on the Internet where I can Download Custom PLAYER Models for Quake 4? Also, Can You Use Quake 3 Player Models in Quake 4? Thanks in Advance :-)
Working on replicating a scene from Trench Crusade in UE 5, most fun I've had modeling in ages. If you want to check the journey so far, I've started posting in this thread
Hey thanks for the reply. It's Unity Pro, I'm not sure about the lighting in Indie version. The water is completelt arbitrary at the moment, I'll probably replace it. Here's a quick pic explaining how the foliage is made.
Ages ago, i made a tool for Fallout 4 that is really just a frontend for xtexconv, to reduce the resolution of textures that are of a specified size. But there is an inherent quality loss when re-compressing a DDS image, like doing [b].jpeg -> reduce resolution by 50% -> save as .jpeg[/b]. Same gig with MP3 files. So I was…
I didn't have much time today, so I thought I'd just play a little bit and came out with this. It's still wheel-spinning; they all look basically the same. But I suppose if I can remember and reproduce the planes that make up a torso to that point on a similar quality each time, it means I'm remembering them properly, at…
Completely true. It's funny, artists are so used to saying use reference for anatomy, mechanicals or environments but people forget that step when making materials, it's extremely important to be able to breakdown what you're seeing and try to replicate that instead of working off how you 'think' a material looks or reacts…
Thanks for the reply guys :D @FridockShir: These materials are only placeholder, they get replaced in the lowpoly. They are simple Diffuse/Gloss Shader nodes mixed, with a grunge texture in the roughness input (i rendered these in Cycles)