The 2nd one is a pretty standard low poly model for Xbox 360/PS3 specs. It'll use normal maps without displacement maps. The tri count and topology is set up to animate well and only have geo where it effects the silhouette. The 1st one is a base mesh for zbrush, but models that will use displacement maps will work better…
if your using the newest version of CryEngine, it may be the resource compiler that is missing from the build. http://www.crydev.net/viewtopic.php?f=369&t=76713 I believe I had this issue a while back with both CE3 export and CryTiff, the above solved it.
well the wheels has depth and lots of screws . Tracks arent very similar to reference too imageshack.us/a/img195/8648/364409.jpg http://www.tardec.info/GVSETNews/images/060701_photo3.jpg
What CAD Program would you advise? I have used Autodesk Fusion 360 before. MoI3D? / Rhino / Sketchup... So Hardmesh performs worse than Modo Meshfusion since it does quite a nice job of connecting the geometry.
I mean something like this: http://eyeonmanual.com/wp-content/uploads/2011/10/F6-example_horizontalcross1.png I wanted to render the whole scene in 360º, but export it in that cubemap format. But i'm looking just for a solution that allows me to create a cubemap, but knowing which tools artists use to create cubemaps, sky…
Really digging the stylized anatomy and the detailed kicks! If you don't mind me saying so I think the hands are still a bit unresolved, a touch clawish? They haven't reached the confidence of the torso yet. Perhaps quite rectangular digits like http://fc09.deviantart.net/fs38/i/2008/364/6/3/Piece_of_ass_by_Devilpig.jpg or…
I'm not in the mood to gather and upload the ref I have sitting around but here is a straight dump from a bookmark export. Most of these should be valid links and the quality ranges wildly and they are sorted so much better in my bookmarks but fuck it if I'm going to take the time to clean this mess up... Talent Jim…
I think you should gather more references and use them. Just look at the pelvis. He's backward. Your bones are a bit too boxy, again look at this femur He looks closer to a cylinder than a cube. Same goes for other bones like the humerus who should be a bit thicker And you also should keep in mind that bones aren't floaty…
Using DFAO in 4.15 was very noisy, I had flickering in my 360 video that I output as a test. I am too locked into the mood I have with the current lighting setup, so I'm going to moved ahead with the following solutions. VXGI for the HBAO+ feauture, and I am going to try the new UE4 4.16 as they have made big improvements…