Thanks!, Minato - I don't have a Vimeo channel, but I will create one soon and put the full series up on there. Part 2 is now up and I got over the modeling of the high poly handle and screws. Hope you find something useful in there! Check the initial post for links
So video 13 is all about modeling goggles for our character. I did the initial part in Modo 901. Found a screw model and slapped it together. Imported in to ZBrush, then just a lot of modeling and curve straps/belt brushes to do the rest. Honestly was a giant PITA, but learned a lot.
I think the difficulty scales pretty well on Very Hard. Initially, after I hit lvl 15, I thought I'd breeze through the rest of the game but I'm still dying occasionally, and I'm using a lot of mana potions, especially on the troll mini-bosses in the Molten Prison.
The boots, metal forearm, chest and back armor were done in zbrush. The grenade, gun, clips etc were done in Max. As I didn't have an initial concept, I thought it would be faster to create a prototype in zbrush and ended up using it as my final high poly mesh.
Still not gold looking enough. Don't be afraid to push the contrast on that, and really bring out the specular highlights. Did a quick paintover of version A. Basically used curves to get the initial contrast, then added some extra specular highlights. Also did up a quick shadow under the bling chain.
if my link is against the rules, please remove it. Ok i've got a little problem. everytime i'm starting the Ued i have to reimport all my textures because the shader displays it only like a 512 map but it is actually a 2048, so is there a way to just preserve the initial settings?
Seems like a fun idea. Ted showed me some impressive work, and Torque should work great for this game type. Additionally, his initial pitch is smart, and all that was enough to get my attention. So I modeled a couple characters so far. Here's a player character:
Currently there are no videos nor is it easy to manually convert the ShaderFX shaders into Unity or UDK. In UDK, you will probably find the nodes that exist there to be similar to what you find in ShaderFX, but you would be rebuilding the graph in both places (which sucks). In Unity, you have "ShaderLabs" which is their…
Eric Chadwick said: haha Eric I was the one who wrote you the email, and thanks a lot for complement the information with this. Actually this images are very very good examples. I took a look at your links but I still have a little doubt. I see you imported the unity terrain to 3ds max, optimized it and then re import it…
Typically, you see environment artists using UE4 on Polycount. Unreal Engine is definitely more artist friendly and has a great environment workflow, especially compared to Unity and CryEngine. But all engines have their own pros and cons, CryEngine might be a good choice if you want an outdoor scene where you change the…