My 2nd item : Aduro the Lunar Blessing Aduro is a weapon of legends - which has only be seen as a simple drawing in the dusty scrolls found in the hidden archives of the Temple of Selemene. It was once a weapon wielded by Selemene herself to defeat the demons that rose from the Stygian Rift to conquer not only the world…
You might want to look at controlling the pallet a little more. Maybe create some colour swatches so you know the range you are going for to help keep things blended. You can see Diablo and Sungeon Siege used blues/greens in the rock and wood textures to keep them all feeling the same. Objects that are useable often stand…
To do this in Photoshop you need to use a smart object, multiply-blended groups, threshold adjustment layers and clip-masking. (Source image was this.) The layers needed (I actually used more for the above): (1) Group folder, always in Multiply blend mode. (2) A Threshold adjustment layer with the threshold set to what you…
@ MisterSande Hey! haha, what a coincidence you found me here ;) Do you have a portfolio? Callesw What I did was, I made the terrain first in World Machine then imported it in UDK. (Choco from PC, if I recall his name correctly, has some great explanation on Youtube how to import your heightmap properly). After the…
This is a tremendously broad question, but I'll take a shot at it. Lighting and composition. As others have stated. Tiling textures. This is a large one, but learn how to make tiling textures with values and surface details that will work well with a defined palette. Use of photos with good color correction, sculpted/high…
Still messing with this :D Determined to get a decent looking grass before I get too far into this project. Ok, question for you UnrealEngine masters. Which is more expensive; 2 terrain materials with a lot of instructions or 4 terrain materials with fewer instructions. The reason I ask is that currently I'm using 2…
Hey, I'm fairly new to substance designer and I'm trying to make this shape for an embroidered pattern, My main issue is that currently, the different elements don't blend well together because I'm struggling to create the depth needed to get the overlapping to work. Is there a consistent workflow I could use in these…
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Hey Adam, The above references are a great start and I think the solution can be abit more simple than you might think. I would go with a sort of blend technique between UDK and God of War 3. In UDK's main jungle rock it seems like it started in Max(any modeling package) as a basic block out and was further…
This looks like a fun project! Looking at the concept before reading your description, I thought the liquid appendages were supposed to be tea, not honey. Coming as they are out from a teapot and all. So you might want to seek ways to clue the viewer in that it’s honey, like adding some bits of honeycomb, or maybe some…