Not sure what you mean by RMA / RGB? Roughness Metalness AmbOcc? If so, MRA / ARM would make more sense to me. Either way I'm not that familiar with UE4 to know. :)
@Ged: Thanks Ged! I know right? Sooooo much money would come out of my pocket for that game.... @Shendoo: Thanks man! @JamesWild: Hey James, He does have a spec, but one that I cranked out in like 10 min. Right now I am working on a base for him and I will spend some good time on getting it right. He's my favorite so I…
Oh and MrOneTwo, thank you. I actually wanted to make his head smaller, and showed it to a friend for feedback when posing. He I was out of control the head size ended up making it bigger. I wanted it to be tiny!
kend, to get a good glimpse on what to paint what color and what saturation on the subdermis, study some MRT or CT muscle scan pictures. i cant find a better picture right now, but something like this: just imagine more muscles around the skull. it´ll give you good points on what values to use for what region. as for the…
I think this is just happening as the model lacks polypaint to begin with. Simply switch the current texture back to 'Texture Off', and then fill the object with white polypaint (Color: Fill Object). Note: You may want to work with RGB rather than MRGB, so that you don't apply the Red Wax material as well. You won't notice…
right - first scene is mostly good, i like the vertex shader but i'm a sucker for that kind of tech in udk. the sand needs more detail to break it up imo, a few small stones and or plants would be good. the props collection needs some work too imo - the i beam is completely straight? why is there a perfect i beam in the…
Hey guys, here is some progress on my high poly. Just seen the last 3 crits on this thread now, so I haven't taken those into account yet - but wanted to show what I have so far nevertheless. Critique and comments welcome! (oh, some parts look like they have a seam down the middle - I did that for mirroring purposes and…
Drop out of Edit mode and check your Draw settings. You'll want MRGB and Z-Add to both be on, with their intensity set to 100. In particular you get this effect when Z-Add is off.