Looking great so far. Though I'm thinking the legs should probably not be so well-defined and muscled, compared to the style of the concept. They look a bit more like older-guy runner's legs, lean and tightly-defined.
Hi all! I'm writing you all trying to find and to establish some standardized terms for the already popular real-time architecture visualization. I'm a developer (with UE4) on this field and, sometimes, customers ask or talk me about 'virtual' projects, and many other ‘virtual’ or ‘cool’ words, but almost no one coincide…
Hey guys, this galaxy is made by a simple plane and added material on it. However, I want to instantiate a particle system on but it has to follow the exact shape of the galaxy itself. It's a mobile platformer game and I have to say i'm new to particle system in UE4. Any help would be much appreciated :) )
I love making art. I hate not being able to make art. I don't care much about defining the semantics of 'making art' When doing other stuff, after a while it starts to become making art. I always am unsatisfied with what I make to some degree. I always want to improve. I just figured after a while - Oooooooh, that's what…
Hello Quixel Team. As i change that attribute of the white "Chrome" to "Undefined" in the ID menu (after "Links") and clic "done", dDo override that setting. That's the same through the loading of an ID xml preset. look at that little video available in 40 min. https://vimeo.com/115855670 PS: i'm on Win 8.1 64 and CS5
Quick question for everyone: What are the things NDO and DDO look at to determine where the edges of a model are? So that, for example, masks can start and end near the edges of the model for something like a light scratch mask? I'm having trouble getting DDO to recognize the edges on a simple model I'm testing with, and…
@2300511685 Correct, the round over in the third step was added with a non-destructive bevel / chamfer modifier that uses edge weights to control the width. If edge weights aren't an option then a simple loop path could also be used to constrain the round over. There's a few different ways to approach modeling lofted…
Hey guys, This isn't a big deal, but I'd love to know the answer to this if anyone knows. I painted a mask selection (of the beard) at my highest subdivision level and then made a Polygroup from that mask. Did the sculpting on it, turned off Polyframe and forgot about it. Towards the end of sculpting, I isolated that group…
Hi polyounters.I working this high poly model.I made the featers with clay tubes, then i used flatten on the edges to make is a little more sharper.But i think its not the best workflow for this.it looks wavy and pinny:( Help me plz! Which brushes are good for this beveled shapes?How can i fix the wavines?or anyone know a…