Not true in the slightest. That video title you're referencing is just clickbait. The methods employed to create concept art are changing, but concept art is and will continue to be used in well managed / planned / funded productions for the foreseeable future.
Thank you! :D Did a little mailbox for today. Okay so I got a trial of Marmoset Toolbag and it's suuper nice to render with, so in the future, I think I'll do showcases and wireframes in that!
I replaced the vertex cluster concept with Morph Targets. Much easier than figuring out vertex handling mechanisms. In the future, I want to use floating bones though. Thanks for the help guys...
Yeah my recommendation is also to go with 16gb ram and have space for another set so if you end upp needing more ram in the future you can buy more then for less money.
+1. With a bit more polish it could look very nice but it's just so impractical right now :/ I wouldn't spend any time redesigning it though, just keep it in mind for future projects.
That is awesome man! I look forward to seeing some great paints in the future! I am posting a "3D coat painting basics" video tomorrow so please stay tuned for more :D
In the future, please name your thread properly, it's more convenient for people that read you. Regarding your issue, use the "matching by name" feature : https://support.allegorithmic.com/documentation/display/SPDOC/Matching+by+name
You can do the in-game blending and tweaking using Substance in UE4 if having real time texture tweaking is what you're looking for. Hopefully we'll be able to put a Cryengine plugin together in the future.
nope, it wasn't, but I just loaded it up again and it seems to have fixed itself :) , oddly enough. It'd still be good to know exactly why it happened so I can avoid it in the future
I am planning to learn a blend shape based rig system . Like the snappers one . Not sure if I'll do that with this guy or with a new one . But soon in future I'll try to animate my faces .