Redid the face to more closely match the concept, and added some asymmetrical detail to the scarf. --- @Fenyce : Thanks for the feedback. I ended up redoing the face and simplifying a great deal. I also worked on establishing some asymmetry in the "scarf", especially near the front seam. Good work so far on your model, it…
Thanks for all the suggestions. Bens ideas came out closest, but with some modifications. Back face culling did not help, nor ignore backfacing. The amount of time to hand delete all hidden geometry wouldn't be prudent. So I used the vector export function the the uv (Ben already have that plug in (love it). Selected…
Hey there! You should probably move your more impressive models, such as the joker, the cowboy, and the african-voodoo-mutant-chick-thing to the top, as well as have at least one of them displayed on the front page. Those are my favorites and I think that they best demonstrate your ability. *The hulk's normals just look…
I honestly didn't think much about the sword grip/handle. But as pointed out on 1st page by tristanCarter, the grip is indeed not as wide as the rest of the handle. Personally, I also think it's a bit of a perspective. She points the blade to her left away from her body, and so the end of the sword's handle is more behind…
Hello! Sorry I haven't updated you guys after getting your feedback, but here's a semi-recent shot of what I've done with the level. I've been trying to work on the lighting more and as someone suggested that I try to lighten the shadows.. here's what I got. OLD: NEW: I've since added a wheel of cheese floating in the pool…
I don't know if I'll have time to participate in this one or not as I have quite a bit of travel planned however, I think something more realistic would be a good idea. I think that alternating between realism and something more fantasy or toon will keep it fresh as well as force people out of a comfort zone they may have.…
I started learning more about shaders in UE4 after trying to recreate a toon shader similar to BOTW, The Legend of Zelda: The Wind Waker, and Genshin Impact. Recently I came across these articles, one from Riot talking about the shaders they use for Valorant and one from Valve on how they did the TF2 shading:…
I created this bust of Goku to get more knowledge on how to crate an believable Anime in 3D and inside Unreal. Next to the still, you can also see the process on how I got there. You can also find a little video that shows how the light reacts to the forced normals on my Artstation! The shader I used inside Unreal is the…
I understand the style you speak of, and this is not it. This game presents a LOT of different art style. In most cases the art itself is ok, but when clashed together all these different styles are a complete train wreck. (1) Things that may be hitting the "Indian Miniature Painting style" are most of the backgrounds,…
Here's a sample VMT using phong : "VertexLitGeneric" { "$basetexture" "player/surfer/surfer" (path to your diffuse texture) "$bumpmap" "player/surfer/surfer_normal" (path to your normal map) "$phong" "1" (switches phong shading on) "$phongexponenttexture" "player/surfer/surfer_exponent" (path to your gloss map, aka…