Thanks guys for the suggestions. I have some appreciation to Substance Designer actually. Through years it forced me to learn vector and general math principles deeper than I would ever do otherwise to an extent I am able to construct shaders and suggest my own approaches. Still it's only node based soft where I am…
I think you're in a good place so far - definitely not too far off track! I love the chair/stool remakes - a bit more detailed than the concept, but it adds some visual interest. Three things that really stand out to me: the first being the lighting. Your lighting set-up appears significantly brighter than the concept. The…
Looks cool, although the brief is a bit dull, especially when compared to earlier ones like "Alternative Universe" and the age one. Not sure on the unlimited budget idea either, I feel like it's favouring realistic, complicated pieces over stylised simple ones.. I liked how in the past there was definitely a limit to how…
Sorry for the lack of updates! I've been swamped with real life... I will make sure to keep working on these to whatever extent I can, but progress might be kinda slow. Things are looking even bleaker for my Brawl entry, haven't even had a chance to start on that properly... Anyway, just wanted to share some of what I've…
Poly count isn't really an issue nowadays, they are fairly cheap on modern hardware. Lots of games use this technique, more or less extensively. You don't necessarily need to have all edges soft though. Or you can do a combination of baking pieces that would otherwise be too highpoly, and apply bevels on corners of…
Haven't got time now for a longer answer but, for all UE questions your first port of call should always be the UE official documentation. It is extensive, constantly updated, has many visual examples, and is unfortunately overlooked by a lot of those new to the engine. I have to agree with the lads above. The knowledge…
well from a quick glance the zbrush modelling tools require you to remove all subdivisions on the mesh before you're able to use them. when these were announced i expected to be able to change the topology of a sculpt while preserving it's subdivisions and layers. in the current state and unless i missed something major…
Hi guys, I have uploaded two prototype helper tools featuring some functions I would like to integrate to PolyUnwrapper in the future. As they are not final versions, many bugs are expected to occur, including script crashes, so use them with care and try them with testing models before you decide to use them in…
@Greg Westphal & @TeriyakiStyle: I don't know what to say you guys other than thank you! I might be able to buy an extension of a few days. Not enough to become a master but maybe enough to file off some of the parts that are bothering me the most. A great deal of the scene's colors are already on seperate layers. I might…
Thanks for the replies everyone! To address a couple of points, I do enjoy 3d, mostly sculpting, I'm terribly slow and awkward at polygon modeling which is discouraging to an extent, and also why I focus most of my time and energy into zbrush. I have been studying anatomy/loomis here lately, and I do feel like I've seen…