I'm doing one of Gameloft's tests as practice. Before showing some of my works, I thought I may share you GameLoft's rules so that you won't critique beyond their boundaries. Here are the rules: So without further delay here's some of my work; so far the total number of tris is around 3150.
Just wanted to get some feed back, I'm working in GIMP so I've been reading over text for photoshop and searching out the correct methods in GIMP. Anyways: I've cleaned up the texture jpg a little bit since the screenshot but that's about it. Used a mixture of decals and texture work from CGTextures.com. Any feed-back…
Hello! I was wondering if someone knows a good way to remove foliage, while the game is running? An example might be to have foliage burning off from a specific location, over time. Is that possible? How would you go about doing that? Past engines I've used I'd use a decal, but I don't think that functions the same way in…
Here is a small scene that I created in UE4. It is based off of a digital painting I like that I found on the interwebs (painting by artist Timothy Rodriguez). :poly136: Original painting (by Timothy Rodriguez): My UE4 render: And here a few breakdowns of the scene... diffuse only: (not sure why decals disappear when…
It seems doubtful (in my opinion) that ZBrush would develop direct rendering, when there is already the Keyshot bridge. I read somewhere on the OTOY forums that Pixologic has an exclusive agreement with Luxion. Pixologic did showcase their Peel UV plugin which was going to be in ZBrush 2019, but was delayed for technical…
@gordon robb - sorry for the delay, but here is a small guide on how to setup a project without a normal map: https://dl.dropboxusercontent.com/u/6230494/Quixel/No_Normals_Tutorial.jpg Courtesy of Quixel-wizard Billy Lundevall! I hope this answers any questions you might have, otherwise let me know!
He looks really cool, I'll need to check him out properly when I'm on a pc. My only criticism with the animation is that I would love to see a little more delay in the tail as it swings down before it swings back up. Otherwise it looks really cool :smile:
Cheers divi :) Don't worry too much about the repetition; I will be creating one or two more variations, along with debris models. I will be also using decals and vegetation; hopefully that should take care of it. Good point about the scratches, I will pimp them out a little bit :)
I finally got around to getting some more done (Classes are coming to a close and final projects are starting). Anyways, here's a cherry blossom tree, some pedal decals and a pedal particle effect. https://www.youtube.com/watch?v=FVmuw1vNLRY (is it even possible to have a youtube video on here?)
At 3:48 you can see it closer. A wild guess is that, besides the scarf being a ribbon mesh that's animated procedurally (to make that delay effect like @Ace-Angel explained), there might be some texture warping as well, like from a DuDv map as explained in this article, for some added waviness.