Started lighting the stage by adding several spot lights. I re-textured the ceiling to reddish color. Also double the stage resolution to 4k. Reused the backside of the step stone model for ceiling decoration.
really nice sculpt there man. Nice just on the tile like texture. you know it repeast but its subtly done. Nice job, but I still think the steps would add more to the piece.
It varies a lot from company to company yes. In some companies, each project that you finish takes you one step up. (And I mean full production, from pre production to shipping).
Hi there, I am a self taught animator and here is a kicking animation sequence I just finished. First time working in stepped to spline workflow, more coming soon... https://youtu.be/UvknCV79ZrQ
Grouping them as a BP is just a simple "Make Prefab" step. There isn't any optimization/reduction unless you call them in the blueprint as Instanced Static Meshes, which comes with another set of limitations.
4.13 added cached shadow maps for stationary lights that behave like dynamic lights so this could be a step towards avoiding the pain that is lightmaps. I haven't tried it yet but it might be worth looking into.
This...Oblivion belongs in the other thread...nice visuals, but other than that at least two steps backwards from Morrowind... And posting an Oblivian Screen in a thread with a Morrowind Screen should be awarded with insta-ban :poly124:
@Faf : AWESOME! :D I love the tutorial to death but there's alot of steps that are hard to follow, especially setting up the composite etc. The custom matcaps etc. Creating a gumroad sounds fantaaastic! Looking forward to it!
Huh, never considered kitbashing a head that way. You could take it a step further and make simple morphs for each part to make fine tuning a little easier if it's something that gets reused often.
the wrapping is still wrong although a step in the right direction.. look at this picture and see how the wrapping itself is actually not so wide and how it comes around from both sides to form one "X"