Hi I'm having a slight problem with a bit of anatomy, and was wondering if someone could help...? For a project I'm doing, I'm attempting to make the Hell Knight from Doom. Specifically from 2016 or Eternal. I've done some research, and figured a few things out, but I'm still a bit unsure. The lower legs of the Hell Knight…
We broke it. Yeah, not so familiar with wiki syntax. i did attibution, with the same line you wrote, like the old wiki. I use none for formating tho, pic is on the left, with text on top and bottom. frame|none| Image by [[URL]http://ericchadwick.com[/URL] Eric Chadwick].
Tackle some more complex subject matter. Find some reference that looks like it'll be a real challenge for you. So far, none of your examples are bad, but none of them are particularly impressive. You can learn a lot when you just dive straight into something complicated.
roof is done! The gate feels pretty finished right now. Not crazy about the stone tiles but they're not the centerpiece so maybe it's not a super big deal if they're not perfect. been playing around with shading through photoshop but nothing i'm confident enough to show just yet i didn't get as much as i wanted done today,…
But back on topic, love the direction you’re heading in. I agree you tend to want more moody lighting for a horror game. I would suggest revisiting the night lighting, but taking care to add more fill lights. The purple is too monochromatic, which tends to induce visual boredom very quickly. You could try adding moonlight,…
Hello, I want to export a skeletal animation from ue5 to max, change it a bit and then export it back to ue5 This is not straightforward and I don't understand why. It doesn't seem to matter what I do, I will always get this message on import: Warning: Could not create a valid skeleton from the import data that matches the…
Hi! Blender has a Triangulate modifier (keep normals option to preserve shading), which makes it easy to work with quads and triangulate on export. I recommend triangulating to ensure topology (and as a result mesh shading) is the same across softwares. Since you shared UV layout, I'll note that there's a lot of unused…
Well it sounds like you are either exporting incorrectly or rigging to a non-existent bone. Seeing as I have found things that you seem to have rigged effectively, I suggest it is the latter. Extract the files for Centaur and see if the bone has had its name changed.
Looking good Spitty, it took a minute to recognize her in the first pic but she's getting there. A couple things that stand out to me: The chhekbones could be a bit fuller/rounder going into the mouth. The crease on the lower eyelid is a little to sharp. I think the size is right but its a bit too obvious from the front.…
Nerf Bat Ninja - The only thing that's derived from a shader is the black outline around all objects in the game. As far as inking goes, that's all done by hand. Sometimes for organic stuff we'll run a glow edges on our normal map, invert, desaturate, then adjust brightness/contrast to get a base. But by the time we're…