Whats the best tool and approach to build large terrains like continents or even planetary scale ? With plenty of details etc? To use as world map for open world?
Modeled a fish, made contaminated color concepts. I don't plan to draw or paint a ton of fish so I'm just gonna IMM brush a couple variants and photomanipulate (rendermanipulate?) them for the final illustration.
As "Twitch" comes from the sewer, where there are loads of residuals and maybe radioactive. I see him some what contaminated by those.... But is to be honest, my gfriend just told me the same about the arms so I will drop them out. I like honesty, thanks!
The other day I was cleaning my desk, my tablet is broken unfortunately but what was worse is the colorful mold stuck to it! it was green! i took a tissue and wiped it off hard fearing the worst like lead or something. Nothing else has this mold and google doesn't have info about this anyone else have art peripherals…
I’m now thinking that I bit off a lot more than I could chew when I started this project. My original goal of having all the assets in UE4, ready for rendering, looks far off at the moment. I think that the best strategic decision right now would be to accept that it won’t be ready by my self-imposed deadline of December…
Yeah, basically my workflow is: Concept / Research: For weapons that arent 1:1 realistic. Example would be the flamethrower, which is inspired by the LPO50; however the LPO has a fuel backpack, we needed a canister/ammo based flamethrower. So I came up with a few designs in max. I dont get concept art so its really just…
I would move the menu bar below your name/title - the position there is awkward, and it really prevents you from changing the menu much. The general layout is to have your name first in a large (& readable :) font, your title below that in a slightly smaller size, and your contact information off to the far right in a…
well, you could create a small selection of hairstrips for the strands that cover the skull and ones to cover the ponytail. at least two different texture-snippets for each for the sake of variety. geometry should be pretty wide - you don't want to add tons of really thin strips to cover the skull. then lay out splines…
No big deal, just nested one more loop and it gets the job done. I also added a check to prevent some errors and ensure things get renamed properly. Also it has the part from before where it converts instances. You might get some warnings/errors but neither should interfere with the operation. Try this one out for size…