@ A.Kincade: thanks, i'll be adding in a temple tower in the background, just like the one in the concept :) @Demotion: ur right, i'll be sure to work on the comp.
Wayforward is seeking a few concept artists to contribute ideas for a logo for a new game on the Wii and 3DS. This job will be paid per piece. Please email Damon DuBois at damon_dubois@wayforward.com for more information. www.wayforward.com
Probably? Instancing is usually something I do after a profiling pass on the scene. They're relatively easy to drop in with the merge actor tool. Since the renderer refactor in 2019 the engine does also do a degree of dynamic batching, which will consolidate draw calls for duplicate mesh instances in more or less the same…
There's also roughness, which changes the extent of the fuzziness. I've done a lot of work with the Sheen extension in glTF, to create velvet, satin, and other fuzzy surfaces. https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_sheen/README.md An example model you can play with:…
@Devon M Personally, I would create the details of the door in zbrush. For the skulls, as different mesh sitting right on top the door; instead of sculpting the door.
I am working on a new female character for my portfolio here is a link to the concept by Devon Cady-Lee or Gorrem on Cghub http://cghub.com/images/view/108195/ I would really appreciate some crits on this thanks