Thanks everyone. I agree with everything you all say and I have decided to quit her(for real this time) ONLY because I have realised I have started making Native American characters soooo many times that I was trying to push her outside of the simple "war paint" and "feathers" and perhaps I pushed too hard. I have started…
I wasn't really happy with the lack of lighting for this piece, so I took some time today and put together some portfolio images. 1324 triangles per character, 512x512 diffuse and specular maps, rendered in Marmoset.
Many of my fellow artists have gotten it. Its crap. Iv managed to avoid it so far tho and i got one of these at work and home, [ame="https://www.amazon.co.uk/Powerball-Neon-White-Pro-Signature/dp/B000MLPGZG/ref=sr_1_1?ie=UTF8&qid=1359301090&sr=8-1"]Powerball Neon White Pro Signature: Amazon.co.uk: Sports & Outdoors[/ame] i…
Yeah the particles were an afterthought. The big thing was getting the 1300 boned skeletal mesh in there and working :D Gizmosan is working on the dusk and debris fx ;) cheers!
Just found this thread - http://forum.allegorithmic.com/index.php/topic,1373.0.html Will try disabling sRGB in UE4 on the textures as has been suggested and see how that goes.
I did manage to bring the substance in as a fill layer in the end, though there were still visual differences between the two. I tried just using Painter for adding some decals to my object and then put them together in photoshop. Main problem I have now is the huge difference between what substance and UE4 displays which…
We have more or less the same problem, transferring material presets from one document to another one, like we did with the good old DDO.... we're discussing it here: http://www.polycount.com/forum/showthread.php?t=137918