Man that you put up all of this for free is just crazy! Kudos to you man. I will be checking out the 3D coat tutorial you added there as that part is particularly intriguing. And also the model is fabulous, but initially nothing to critique really just praise!
For the time I left it at default since it's a bit of a pain to have to keep replacing the defaultengine.ini (This is a school assignment, and the computers deep freeze). Since my initial post it's been changed and I have created a post process chain, but appearently you missed that.
Studios: DICE, Blender Foundation Tools: Blender 2.8 Games: BFV, CoD "Black Ops 4", Forza Horizon 4 These nominees, define an underlying conviction why I'd initially chose this medium too express myself creatively via technology.
Because the initial shape is an odd number wide the pivot lies in the middle of a pixel and cause the error. I got around it by moving the pivot (alt drag). It does seem like a dumb bug, but I guess that's just how it works right now.
Right now I'm actually trying to do the opposite, learn Max for a job as I already know Maya XD I really like the spline tools in Max, some of the stuff you can do is great. Anyway good initiative, cheers!
I think that the major problem with your initial high poly car (other than the lack of hard edges) is that it's a bit too tall and not wide enough. Your revisited model is much better looking tho, finish it and it could look really cool.
Quick Update, Changed the initial lunge to a arc, started cleaning up some of it. added in a quick constrain to the thread to show it attaches to the enemies, though this doesn't look to good. https://syncsketch.com/sketch/17d009553a74/#322302 https://www.youtube.com/watch?v=5DlLF0N_nfg
You need to create a Macro button- when it is on, your lights become constrained to your camera and move to the bottom right of your viewport (so you can rotate them if needed), when you turn it off they go back to initial positions.
I think I'm going to try building the terrain in UDK initially, then export it out and manipulate it in mudbox/max, then re-import it to UDK as a static mesh so I have better control over materials. Does this sound like a good idea?
glad to see it MoP. i had initially played with the idea of giving him dreads/cornrows myself but didn't really try it, happy to see you did! edit: oh, and feel free to do a high poly version if the spirit moves you.