For my portfolio presentation, I was obsessed with keeping the shader complexity as green as possible, but maybe I was being overly meticulous. Before seeing your comment, I decided to follow the approach you mentioned and separated the materials. Now, I'm using translucency and have achieved a look that's quite close to…
Hey all, so I've been hiding away for a couple of months (been working on a Mod, and moving into new house / school) so I haven't had time to post a new project, until now... well, this is a school project but whatever. So basically the assignment is to make an entire level in Unreal 3, mixing old and new. I decided to do…
Let's break it down.... I Pros for being a child: -Mom making me my favorite food on at LEAST a bi-weekly basis (usually way more often than that) -home-made toys like blow guns, sling-shots, bmx ramps, paper ninja stars, home-made armor, ninja costumes on haloween. -TIME! I actually had time to do so many things I wanted…
Hello! Just over a year ago I released my first ever solo developed game, Galaxy Drift. A sci-fi isometric racing game based on classics like RC-Pro Am and F-Zero. Built in Godot using pre-rendered backgrounds created in Maya and textured in Substance Painter, Galaxy Drift was a passion project that helped me learn about…
I also notice the way my Reflection Captures behave and tried to tweak them but they didn't fix much. It is only after I have deleted those two folders that everything went back to the way they were before. Hat off to you sir for your expertise in the Unreal engine. Top-notch solution!
thanks poly, disanski, pixelgoat :D rick, its good fun when people come by and try and get me over to maya, *so yeah maya has everything! *yeah well.. max too!, oh .. shit. hahaha, Eld, you got your drink hat on? lets go get some.
cheers Eric! I have to say that I took the proportions (also of the head) from the niko bellic model of gta4. That makes it easier if you want to use the hats ingame also here the "real niko" .. also a big face compared to the rest of the head (esp. without the hair the face looks bit oversized)
Changed up the silhouette quite a bit, I didn't like how the weight balance was, it felt too modern, almost like a postmans hat. So here's the newer design, it's styled closer to the current ones in game that are well balanced all around. I'll have the highpoly done soon, then on to low poly/baking.
I'd agree with Jeff. I spent the first year and a half doing.. 2 characters 1 weird apocalypse chainsaw A few rigs, and a face rig (ewwww..) Some dynamics (nhair, particles, etc). A bit of animation A so-so UDK environment Then, this past year, I did everything in my portfolio. While I would have liked to focus (especially…
:) I think this thread is pointless... You are hating on people who take their own time from their busy schedule to try and show their workflow (you should be able to pickup at least SOME techniques from watching a sped up version) or techniques they use to do something faster, or easier, or more efficient. I do agree that…