I could ofcourse include that in the script, yes, but the idea is to be really able to "comb" the normals, mostly because that's just the most natural feeling way a flow map would be created imho :)
You can position a helper such as a dummy there, and link it to the hand for example, and export it with the bones. You will have to include this helper into your skin by the way, so you will be able to see it as a bone in UE.
Smart masks are a way to save mask setups for future use on other assets. But SP2 also includes a new multi purpose mask generator that acts similar to Enodmi's stuff yeah
Demo reels always suck. Unless you're an animator or an effects artist. Everyone else should show just images, and include a 3D viewer as an option. http://wiki.polycount.com/wiki/Portfolio
Your UDK skills are immense. If you do a breakdown, can you please include the lighting and dust particles? I'm so curious to know how you achieved those results.
Aye, I agree, I'll play with the settings a little more. Watched a couple of tutorials, including dvd from 3dmotive, but nothing solid. Nobody explains how and why they choose lightning.
It's valve's decision to make chests and what to put into them. While we've had polycount chests in the past, I don't think that polycount actually had any oversight as to what was included.
Thanks for the info. One thing I've noticed, a lot of the Substances on TS are also included in SP and in the SP database. Are the ones in SP and the Database updated versions from the ones sellling on TS?
Quick sculpt of a demon bust. 3 days including LP, Bakes and textures. and you can also rotate it in 3d viewer here: https://www.artstation.com/artwork/BRQBr High-poly