So, first project, some assets made just for the sake of it; Graveyard-themed props, low poly with a fine c r i s p. Baby's first unreal render, be gentle with them.
Little progress update. I took a few days off from the project to avoid burnout, but I am back to working on it in my free time again. Most of the front doors is done with the exception being the folding arms that are attached to the top and bottom of each door. I also started laying out the interior though there isn't…
About joints, usually you'll want them to have at least 3 edge loops so when it bends the middle loop preserves some of the silhouette of the joint. Otherwise you'll have to go out of your way to keep them from squishing with the chance of it looking like crap anyway, even if you happen to create a corrective shape key…
Hello everyone!! Here’s the latest update on this project. With a few minor changes to the rendering. Thanks for all your comments!! https://youtu.be/31UZStxG954 https://youtu.be/HjhR1Bs5Wng https://youtu.be/0xy7SPLOmgo
Hello everyone, Here is my rig. Processor: Intel(R) Celeron(R) CPU G550 @ 2.60GHz (2 CPUs), ~2.6GHz Memory: 10240MB RAM GPU: HD 3850 MSI I am wayting for black fryday sales, and I dont know what to get. I do mainly arhitectural stuff in 3ds max Vray. But I want to get better and better so I can work in the game industry…
Welcome to Polycount (both of you!) I think your character concepts are great so far! One thing I always ask myself when reviewing concepts is... is this enough information for a 3D artist to reproduce the concept in 3D? And looking at your first couple character concepts, I'd say no. 3D artists need to see the character…
Ah ok. That makes sense then. What it seems you're experiencing is difficulty reconciling physical lighting with the virtual approximations. You are correct in that in a dark room everything is black. This is actually a good insight into the nature of how we experience color. The concept of diffuse color is only valid in…
Thanks! Now that's a lot of useful info. :) * A watermark protection might be a good idea, thanks. * The sliders were initially added because they make it simple to see and edit the color values which are very important for precise color modifications + they had to work above and beyond the usual 0-1 color range. Photoshop…
Random thoughts and comments after all that: The stuff they do with the z-offset and modified perspective is both simple (well, for a programmer) and crazy. You can effectively use as many layers as you want as long as you're careful with z-buffer depth. I thought they'd be rendering to offscreen surfaces but this is way…