So I could just make 4 different objects and use that script to throw them into a pile. Then I will have to make separate materials/textures for the 4 parts and somehow fit them all into one UV map with no overlapping UVs (UE4 does not like overlapping UVs). Does anybody know how the debris was done in Gears of War, Metro…
wow thats for the comment Mike! And the brick is 293 tris i think? And yeah I tried to really pushe the constrast on the spec this time around, and it looks so much different in-game than it does in the model viewer. Uploaded with ImageShack.us and in regards to zbrush, trust me ive seen every timelapse imaginable, from…
apologies http://img121.imageshack.us/img121/2833/partyculls.jpg since i posted last i found one thing out - fixed bounds on particles in the udk build i was using were really borked and flakey, don't work how im used to. so instead of finding length between object world pos and world pos of the pixel, do a length of…
Am I the only one to be unable to stand the evangelist voice they use in all these zbrush vids? Also the way they use z-something words to describe each and every feature. On a side note, that extrude thing is somehow already available in Z2. You have to know trick #237 to do it (using morphs to create the difference…
I'm aware of the method in scanline renders in applying hair materials to an object and yielding results as found in this video. Link: https://www.youtube.com/watch?v=Fqv8vrkWc_4&t=223s Although I'm looking to do so inside of Arnold as I'm doing my best to deep dive into the render engine. I was hoping I could get some…
This is a graduation project for our university Feel free to comment and give us some feedback/critics Current status: [ame] https://www.youtube.com/watch?v=dJUGSN64EGo[/ame] You can see we are still Whiteboxing... Still no lighting placed Some Pics: At the end you can drive with this submarine in firstperson mode: Still…
I am retarded xD wrote max undo after wrong ")" Here is the script: ( undo on ( if selection.count != 0 do ( macros.run "Modifier Stack" "Convert_to_Poly" objects.ishidden = off actionMan.executeAction 0 "283" -- Tools: Unfreeze All for obj in selection do ( local layer = layerManager.getLayer 0 for obj in selection do…
Just got the mischievous ricky gervais eyes. Anyway some people don't like to acknowledge it, but realism is the standard by which we judge something to be good or bad. That armor you made would look more impressive on a realistic looking figure. Just grab some reference from a site like this for example, sculpt a more…
You have some high quality models that seems like it's being let down a bit by shaders and presentation. I think you just need to have MORE work, and start pushing complexity that will get you noticed. I googled 'Gun 3D Model' and got back thousands of search results.…
i gotta say, i admit with pedro. http://www.polycount.com/forum/showpost.php?p=2135215&postcount=11 in this post the colors felt really nice, even if the specularity/gloss maps were absent. it feels very true to the character. whereas your current iteration seems a bit washed out, and the post process is kind of killing…