I think that's all the sculpting done, though I'm not really happy with the barbeque masonry, so I may come back at that from another angle. Otherwise, time to get baking!
https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Math/#power Not as difficult as it sounds! Heres the official doc page for the node, comes with a fairly easy to understand example. As for the seam, you likely need to flip your normal map's y axis/green channel (iirc).
Hi Matt, what would you like to know exactly? The idea behind the script is quite straightforward, its realization a little more complex for the lack of clever methods in 3ds Max code to get sorted edge loops/rings. The only thing you can query for is a BitArray filled with edge loop/ring indexes. For its very own nature…
Quake 3, hands down. I haven't worked with Doom 3's engine much, so I can't say a whole lot about it in regards to likes and dislikes. It's been roughly the same working with it as Quake 3, but since I don't do this for a living it's kind of hard to put Doom 3 up there. Anyway, I like Quake 3 because the art pipeline is…
I never called anyone specific an amateur. I hit reply to the last message in the thread, as I always do, so yes my post said I was replying to rhino, but it would have said I was replying to whoever was the last to post. I was referring specifically to the people who have not worked on a game, who were being so critical.…
I don't know why, but I just can't wrap my head around weight painting. Building the skeleton and controls comes more naturally to me. I've tried in Maya and Blender, but I never get it looking good. My last attempt on this character was using edit mode, but I didn't see any improvement.
Lovely, that's pretty awesome nice work, you're in an great place to start adding wear and a bit of damage, just don't go crazy and think about it logically and it should come out amazing. Are you using emmisive materials or are you having to fake it with lights? The bottom light has a bit of a weird cone which is kind of…
Yea, that comes from not setting the skin pose and probably not posing it with autokey turned on. When you open the file, copy the sitting pose, put it in figure mode and copy then T-Pose that way you have both. After its skin wrapped paste both poses with autokey turned on about 10 frames apart.
MGS3 is an excellent game over all. As far as the camera goes you can have as much control as you want over it by just switching to first person mode. I ended up doing most of my looking and shooting in first person. I really think this game is top notch when it comes to ps2 games.
I use a similar approach to Kiel's article. Mostly because when I was having troubles with my blocking, I found his article and used it. haha. It's a small industry! But here, i`ll explain my workflow with my most recent shot I did for our pull up challenge. But basically, for an action shot, I will take a cube and animate…