Don't make me do that, I did some hacky SSS-tweaking to make it work (and it doesn't hold up as well as I would have liked close up). What I will say is that I ended up using traditional specular for the hair rather than PBR. For some reason I just couldn't get the gloss to play nicely with the reflectivity (even with a…
@Stephen that is out of this world, I've been sharing each one on facebook and you always manage to step it up each time! @noname - I get a kick out of this flat shaded but well lit look, nice work. Working with IBL and cycles for some downtime fun. The background panorama is just google images sourced stuff with some…
I fiddled around with Global Illumination in Unreal Engine and made a first test with this space station. While it is unwrapped, it doesn't have normal maps and only flat color textures right now; materials/textures are next! The nice thing is, this runs entirely smooth in realtime and without 2nd Uv sets or lightmap…
Damn that gif IS Sweet Tits! Cheers Neox, I'm surprised you like the hands. I really dislike making hands haha, I find them so awkward to make in neutral anim pose, that's why they're solid, waaay easier hehe. Good point about the feet n legs :thumbup: TY Squals Poku Looks so lovely Elementrix *^* Om Nom Nom Crazyfool! I…
Hey there great work on the Hp and the textures are looking pretty nice as well. I think you did a great job of translating the concept piece as well. one crit here tho, your lowpoly count really needs to come down a bit. Even if its an acceptable count for a FPS weapon, there are a lot of edges here that are kind of…
Edit: Wow ok I didn't expect these screenshots to leave Polycount. Thanks for all the replies and feedback! Really motivated now. Note that this is NOT the Unreal Engine 4, but UDK (Unreal Engine 3), which is one of the reasons why some textures might look flat (no PBR :() and the reflections unrealistic. I'm working every…