Ok. I made a concept for the workshop. Here it is. I used that Concept from the main workshop thread as a base, then added a water valve and half a cog. Not sure about the water valve tho.. Maybe this type would look cooler. Well see what workd best. Gonna try and record some modeling parts and whatnot:)
All in the title! Its obviously a WIP, first full character I've decided to do. Working heavily on anatomy, and clothing/accessories. More images to come soon.
Another update for this week :) All images below are directly from Unreal Engine. Over the last couple of days I’ve been focusing heavily on refining details throughout the environment, especially terrain variation, material breakup, and overall cohesion. I’ve also been adjusting the horizon and surrounding landscape to…
Might be a little late, but I thought I would join in on the fun anyhow, wellm heres the high poly, it's a classic baseball bat with nails. Although I'm not sure I got the nail shape correct. Oh well, wire and solids for you. Uploaded with ImageShack.us and heres the link to my obj http://www.megaupload.com/?d=0LWXTUWB…
Alright, so I've been doing some on this third workshop. I'm not so pleased with the diffuse though, I need some advice. I know it's rough in some places, but still. I need to improve my texturing skills anyways.. I'm doing this Warhammer Online Concept Art. It's a spear obviously. Lowpoly+normalsmap+diffuse…
Hi, guys! This is what I´ve found on MyCryEngine.com . Is this still valid? And what about the SDK assets? I guess we are not allowed to sell a indi game with SDK trees and rocks for example. What about the shaders/materials? Thanks for your time, Oli
So I heard you can get away with inverting normals on higihpoly and baking an AO map to generate a thickness map. But I don't really know the details and still currently looking for how to exactly do this. Can anyone shed some light on this?