so i decieded to create my own link model w/e.so heres the concept/idea heres day one progress of putting it all together. its really early. just doing mesh extracts to get piecs there so i can define them later.
I'm not definate on what a matlab is. Does it contain only the materials properties, ie. spec/glossiness/IOR, and you would also input a separate map? AFAIK it is a file used by autodesk. Does this mean that the same .mat file could be used with different renderers in 3ds max (MR, Vray)?
I just noticed (again) inside marmoset that textures can be tileable i was wondering when this should be usefull? especially when using substance painter you can also define that?! Maybe i am wrong :-) i just saw it for a skin material once
Hi Polycounters, I recently finished this girl, felt it was time to polish those realistic modeling skills again. The cloth on her pants was a struggle, but I have to say had real fun with it so far! Anyways, don't be shy to lend me your critical eye, it's definately appreciated! with the fix
I like the candle and the doll-like joint articulation, but the body looks like a potato. I suggest defining what surface materials you are working with (metal? wood? potato?) and let that inform your sculpting choices. Keep going!
How do you do custom particles!! - You can also just change the person into a skull and make some sort of "Consumed into darkness" thing. or Some sort of sludge or ooze to define the poison aspect of the ability ("shadow poison")
what LOD group do you have them set to? You can set the LOD Bias, but there is a possibility the ini is nuking it. If you go into UTEngine.ini, you can edit the values there. Search for TEXTUREGROUP, and you can define the values.
...thanks JerkCommenter. If I understand you correctly, you're saying my forearms are a bit too long and the wrist should break closer to the crotch, my abs need more asymmetry and I should define the legs a bit more?
I think the back of the ears need to be defined a bit better. I also don't know if you planned to do more with the hair, but if not, the back of the head definitely needs some love imho. Otherwise the progress has been great!
The only defining design traits of a videogame are that they are: a- interactive b- experiences Technology certainly contributes in a multitude of ways, big and small, to one's ability to design interaction and convey experience. A game is certainly not automatically good because it has better tech.