Thanks for the advice. I have an image to post, but have a "You may not post attachments" rule applied for some reason. Not sure how to remove that?! The model is a rope and plank bridge for a next gen game - but I have not been given any rules by the client as to poly counts etc. The bridge will however be a main feature…
alright, alright, i suck! Haha. I'll check later to see if i wasn't just sloppy. One thing i've noticed where odd geometry can cause problems is when you bridge edges from two seperate objects, as the bridged geo gets created twice, but i don't think i did that anywhere on the problematic models. I'll open up a few…
After getting some stuff implemented, I've started crafting the town you visit in the demo of Key of Ethios. Rough map of the place: Textures thus far: In-game + fences Said fence: The river: (Badly done right now. Haven't figured out how to make the texture scroll properly. Dunno why the bridge is messed up, either) That…
Hello everyone! I'm having an issue in Ue5 where my normal map is displaying incrorrectly. It has a sort of streaky black look to it. I have opened the material (imported from ue5 bridge) and have confirmed it is only the normal map doing this. If I turn off the normal map the issue goes away - but then I have no normals…
I have been TRYING my best to figure out the architecture of this world... This one is the design of the spawn point Gemini Altar where the game begins... (Left to right: Floating island with pillars and waterfalls spawn point, bridge, exit with statues guarding the exit) I tried incorporating the rune design from the…
Yess! My man! I’m an environment artist with a background in organics. There are not many problems left that I would not myself try to script around, but the biggest choke point for me has been retopologizing and adding UV seams to lowpoly organic models. I'll use these rocks as an example: When I do a highpoly to lowpoly…
Damn them some big titties. Lush improvement on the neck! Okay, so, first of all, your sternocleidomastoid is connecting to the clavical, not the sternum. They need to finish inbetween the clavicals (see above ref.) The bit that needs tlc right now is the eyes. Take this with a pinch of salt because i am TERRIBLE at paint…
(Sidenote - You're using UE4, not UDK. UDK was the free version of UE3. ;) ) The biggest thing that stands out to me would be the consistency of the textures scene. I'm seeing a myriad of different textures and colors that don't seem to go together. Like, that archway is made out of stone, but the actual stones in the area…
Its looking really cool. I really like the design. I have a few suggestions. I'm assuming you don't have a poly limit. Add in some type of lantern light on post or on hooks that are hanging off the roots. Go with some type of steal latten with a lot of open light space with metal trim that sort of repeats the root like…
1. Check what ghib said, I never use snap to curve so I don't really know. 2. This is something that really annoys me about Maya, coming from Max. I need to make two objects for every "solid" curve I want - one for the curve spline, one for the shape to loft. I just want to click the "renderable" box! I might see if I can…