Everyone. THANK YOU. Seriously. Honestly when I was done with this I looked at it and said "FUCK" I knew it wasn't my best work. I learned a lot during the week and pushed and pushed to get as much as possible done but I knowingly bit off more than I should have. I should have gone much smaller scale and just did a bad ass…
Edit: Sorry for the huge-ass reply, but I feel the issues could be broken down further than just telling you what to cut. :poly122: +1 to Chillydog12345's post, though. First of all, congrats on getting to a point where you're applying! I think what you need to work on most is presentation, to be honest. Medium grey is the…
Have 5 Human models 3 male and 2 female models that need skinning using character studio in 3DS max. The characters are about 15K in polys. Some characters have jackets Females have long hair Facial bones are basic. Eyelids, brows, and 6 mouth controls. Want to have some nice simple expressions. Controllers/Bones will be…
Hello! I will use this thread to document my new project from beginning to end, which is to recreate Artyom's iconic bracer from the Metro Exodus game. I have a few goals in mind for this project: 1. Get out of my comfort zone. I have mostly been creating weapons for the last year, and I fell into a nice rhythm modeling…
Well for me it's this 'thing' people seem to have against Blender's UI, which I find so utterly fucked-out IRRITATING whether implementing it's embedded game engine or not. I've noticed more than a handful of less than favourable discussions on that *subject* both here and other akin CG biased sites on the Net. I mean for…
Hi everyone. I'm trying to make a shader that take the position of a light source (or any object or point in the world space) and start a gradient from it using nodes. Then, the "illuminated" area should be shown in the object as a gradient that the size depends of the proximity of the light source. It's kinda hard to…
Gentlemen, We are currently looking for someone to rig a first-person hand/arm model. Specifics: * Twist bones for the lower arm are required * Will need to be done in 3dsm (2009 preferred as it is synched with our pipeline, other versions are acceptable though. For now, this is a one-time job. An agreement has to be…
I'm reusing the skeleton of an existing character into a new one. Since the mesh is different, i had to rescale and translate the root node of the skeleton a little bit, as well rotate some joints. After that, i successfully skinned the skeleton to the mesh. Unfortunately, when i play any animation from the old skeleton…
I've started creating some multi-image textures (for example, a 4x4 set of 16 textures crammed into 1 UV set) to use in UE4 particle systems. I'd also like to use them in Substance Designer, maybe as input to a Scatter node. For UE4 particle systems, this is pretty easy, using the SubUV feature. Does SD support something…
Hey guys, over the break made up another lighting study in UE4. Only have some screens at the moment but will post a couple breakdown pictures later in the week. The terrain was done in World Machine with the help of GeoGlyph and textures were done in photoshop/substance. Only other thing worth noting is that the terrain…