Hey Guys I'm Adolf Navarro again. I finished my second project. See also my first project "The legends of Auria". http://www.polycount.com/forum/showthread.php?t=153508 https://youtu.be/JTdoNxvRbXU This one is called HOME, and is based on a Sci-Fi idea I had some time ago. I wondered how it could be the colonization of a…
when you have your type cover closed, there is a small gap in it at the bottom of the screen, right next to the connector, basically it's joint, the pen fits perfectly in there. damn my bad english, hope you understand ^^
Hi! By now you probably put your plan into action. When you're generally happy with the shading achieved by the modifier, you could apply it as a starting point. Personally, I define sharp edges while checking the mesh shading, placing UV seams at the same time (unwrapping in Blender). I had another look at the model, so…
Hi all, I am looking for some feedback/suggestions on what could be improved / added to the asset to make it better, its currently in pre-release production. UP is a tool that procedurally generates different components of a solar system, there are different types of planets and a highly customizable background generator,…
Changing pattern overlay types is done via two methods: At the bottom of the DDO window with the current layer selected, right above the opacity slider, or via Photoshop itself for that specific layer in the Layer Styles menu. Hope this helps!
Hi! I’m gathering a small team to develop the first act of a game in the style of Until Then or OPUS: Echo of Starsong. What differentiates the project: The game's emotional narrative is its heart. The first act is fully written and revised, with strong positive feedback from test readers — the main reason I started…
Virtual reality is getting a lot of hype this year and one of the rooms "König-Karl-Halle" on Wednesday is dedicating a day to VR. http://www.fmx.de/program2015/schedule?day=2 10.00am From VFX to VR The Future of Immersive Entertainment John Root, Magic Leap 11.00am From VFX to VR Panel: Beyond the Hype - What it Really…
The optimizations you seem to think that are revolutionary, are mostly reduced asset complexity. The models are 1800 poly max, doom3 was around 3.5k in some cases. The multiplayer was cut/paste from q3 litterally, hence the rocket speed being slower, they did'nt account for the different scale size. All i'm saying is that…
Thanks @disanski So unreal card hair is dependent on a lot of factors - DItherTemporarlAA node in the hair material that your opacity feeds into - Your Opacity map being strictly black and white, no grey values - When rendering in MRQ making sure you are using Temporal Anti Aliasing and dialing it via command line, mine…