unless you have some way to polarize information away from your photos, i wouldnt suggest to start from a photo but instead analyze what makes the photo and rebuild that in designer and or painter. i mean it all comes down to the budgets applied, but either people use readymade smart materials and adjust them to their…
Running through the piece with some more topology brush rebuilds. Not feeling great about the back piece, I pulled some ideas from a Mass Effect armor set. Noticing now that it doesn't match well with the aggressive sharp diagonal shapes I've got on the front. I'll look for some for concepts that fit with the front design…
"- You can now select multiple actors and transform them as a group!" Pretty nifty "- It is now possible to view different UV channels in the Static Mesh Viewer without changing the Unreal Lightmass UV coordinate index." Happy day. Best change up there. I hated having to rebuild lights just because I wanted to check the…
I've never really done a high poly model like this before with such fine details. Learning a LOT. Will probably rebuild the whole thing when I'm done with this version. How you like dat red velvet!? Still tweaking shader settings too. Day 2 render. I probably have about ten hours into this guy? Man I'm sloooow.
The "Rebuild" films are a retelling of the series and so far they seem to be significantly different with new characters in the mix. Afaik Anno is at the helm again but its at his new studio with the help of Gainax - I dont really care what the motives are, if its to shill toys/generate green for the new studio, as the…
yeah i get i know, thanks to the tutorial.. (rebuild the wall with ndo) some areas just "flat" .. ndo semms to be good for these kind of areas, for other things i have to bake, am i right ? //edit: damn nodo ist fast.. I will make a blockout soon, first i wanna have a rough workflow for tileable scifi stuff..
yea i think i meant normals. I'm not very familiar with maps yet. im trying to learn all this shit.... any advice on how I can get this done the best way is what I'm looking for. Some of you say I should rebuild a model after zbrush. I dont understand why I'd have to do that.
I've spent every hour since my last post doing everything I can to optimize the topology to create an acceptable chest back and shoulder area but every time I fix one tri it just keeps leading to more tris and ngons. At this point I think I'm gonna have to start from scratch with a box model and rebuild from there.
Thanks for both of your responses. I'll check them out as soon as I get back home. I get a feeling that the rebuilding on the lightning done in the tutorial I saw might've been abit to advanced for me at this stage :P. I'm also planning on making the tree branches abit thinner to allow more light to pass through. Thanks…
Is it possible to mask out my terrain detail textures with masks I made in Photoshop? I don't want to have to rebuild them by hand in the editor, but i cant find where to import them. I know about the mask by slope angle feature, but why should I remake my masks manually when I already made them in Photoshop?