Hi! Hm, interesting that you checked in Max but normals are flipped in the fbx. A simple way to check, would be to re-import the exported fbx and check that everything looks as intended. Since its normals define in what direction a face is looking, I would say flipping faces and flipping normals describes the same outcome.…
If it works it works. I did skip over bf4 due to a lot of origin issues in bf3, but I think what Hardline is using (and re-using) seems pretty awesome. I don't like re-skins, but I like the idea of iterating on stuff that works, up until it becomes re-skinning. Hardline so far seems to be a good iteration process and not a…
So I think I've decided which one's the best solution for this: unwrap the unsmoothed version of the object, then collapse and add Turbosmooth with 1 iteration. After the Turbosmooth I added another UVWUnwrap and relaxed the edges that caused problems. In some parts 1 iteration wasn't enough, so I added another one and…
Very nice :) this has a solid and clear story beat, and the scene has a
great foundation. As you continue refining it, consider pushing the secondary
storytelling details further. Adding personal items—such as photos, handwritten
notes, or scattered everyday tools—could hint at who lived here and deepen the
narrative.…
We actually talked about that when the Set/Sequence feature was implemented. The thing is, you can Set variables in any function in any parameter in any node in the fx-map graph. The way we use it in this example is one of the many possibilities: we could set a variable in the iterate node and get it in a quadrant below,…
You will have to elaborate on that AMD voxel stuff then. On the topic of dynamic GI 'removing artistic control', I would say its the opposite. The enhanced workflow from rapid iteration alone would only make everything look better. Plus, given that you would effectively have access to cheap realtime area lights (And if you…
Scale does not look quite right to me. Get a human ref mesh in there to check everything matches up. It also feels pretty empty compared to the ref image. Also have you looked up any real life reference images too because following a screenshot from a game (an old one at that) is not often the best way to go, it leaves you…
I made this sci-fi hallway this past week and learned a ton in Substance Designer. Thought I'd share my workflow and discoveries. I didn't go off a concept for this, rather designing as I went, although I did have reference of sci-fi doors from games and other artists that inspire me. Once I was content with the shapes and…
So, the roots now can be staggered through noise. It has a few bells and whistles like bias (stagger forward/backwards/both directions, which would place strands above/below/neutral in relation the pseudo-card) and should help mainly with parted hair. Without staggering it looks like a cursed hair plantation sometimes. 😂 I…
CryEngine 3 is looking to be a developers wet dream when it comes to tools and iteration times. Click on through for their tech preview video. As some of you may have already seen, there's a tech teaser on Youtube for Crytek's CryEngine 3. Tools that offer real-time solutions can be an artists best friend. Decrease the…