Since everyone is giving critique I figured I'd try my hand at it. @Javrgrimr Thanks for the critique, I adjusted the size of her hair. It was definitely too tall for her head. Your demon is coming along quite nicely. The hands are the only area that jumped out to me as feeling a bit incomplete. The knuckle area has way…
Good catch on the hands/feet guys! Thanks so much. I like easy tweaks. Dude duncan seeing the way you push the proportions on Chole totally makes me want to do that to him. It looks so awesome. I am not sure yet tho. It's tempting. It took me a while to make decent low(er) poly clothes. I build almost all of my clothes by…
I would love it, if you could explain this more, or link relevant resources. What I could find to this: - https://roar11.com/2015/05/dealing-with-shadow-map-artifacts/ - https://docs.unrealengine.com/4.27/en-US/Resources/ContentExamples/Lighting/6_1/ Most of the other shadow related problems people are having, don't seem…
Nah all good, specs for vehicles/mounts capped at 50k are fine well at least for me, because I've been working on a large asset creation technique + non industry pipeline which at this stage of testing just generating the prototype piece using an hybrid trim sheet approach, whilst also looking into texture atlas's, that…
I'm about to start digging into building my first modular environment and was curious where it was best to put the piviot point in relation to the depth of the wall. Do people tend to build ontop of the center line with geo in front and behind (A), Behind that center line on the grid (B), or infront as seen in (C) I've…