Hey artists! We have a done a lot of posts before but the applications were not so useful for us so in this post we will be clearer about what we want and ONLY apply if you can make the exact quality we show here. We need artists for long term work. - You need to understand modeling miniatures for 3D printing 110%. - You…
Hi :) I think the lighting can be improved, try to make it brighter (even if it's an interior, low lit scene). I see a gereral diffuse light but not clear light source influencing the scene, nor strong shadows. The final image should be well exposed. Try to get a good result in render directly, then tweak a little in PS.…
OH MAN a rolling ball example that does everything I want! The example scene is pretty nice, I like the minimalist look and the easy menu to switch between scenes.
More like this. It's the basic edge bevel on the corners. This shape is just an example and a very simple example. The problem obviously gets even worse on more intricate shapes.
Do you remember how some big action movies from the 90s had those neat miniature & matte painting cities that were heavily exaggerated? I would like to make something like that for 1990s Los Angeles. My pitch is an open-world, third person, action game / simulation set in megacity LA. There are many great films set in LA…
Using the technique from the previous video. Here's another pipeline example [ame=" https://www.youtube.com/watch?v=EZhgZok76r4"]UDK Modular Brick Tutor example 2 - YouTube[/ame]
if you remove the bones, skin weight the hanging arm cloth 100% to hip or root (basically so that animation doesn't effect them), then use cloth paint tool in unreal, I think you should get a proper simulation. for getting correct scale in MD, that should be simple to solve especially since you do have one working example…
I needed a script other day that would calculate normal maps intensity parameter from a target normal map example and match all the project normal maps to same intensity for more unified look . I asked Chat to hipass normal maps, extract high frequency details and measure each pixel normal deviation from vertical, find a…
Cool! A few links that might help you: http://wiki.polycount.com/wiki/Topologyfor example: http://wiki.polycount.com/wiki/Character#Character_Examples like this: http://wiki.polycount.com/wiki/BaseMesh just one example: