My god, what a let down of a movie... The makeup effects were superb! The feeding scenes were beyond wonderful! Greg Nicatero did an amazing job! (I especially like the added detail of the nose bone protruding a bit out of the decaying nose). The Story was so-so, I wouldn't expect much from a zombie movie, though it felt…
Hi guys as today is the last day, here my work. To put on my Artstation, I will do on the next weeks: * Setup cameras * Modelling Hero Assets * SetDress assets * Decals Pass * Animations cameras * Lighting * More particles like dust * Pos Processing * Cinematic *
This is a skin I've been working on for over a week now, first batch I uploaded was for the summer variant alone, and a few days ago I uploaded the winter variant too. Still making a few changes here and there, trickiest part is the placement of the red star. The problem is that the default decals almost always take the…
Another feature of Blender node system : if you have a lack of available free space in between your nodes you can select all of them and hit S+drag to scale them out of each other. It's convenient beyond words and in SDesigner you constantly have to move them tediously to blend in a new branch or put the new branch…
Thanks for the replies guys! @icegodofhungary I really appreciate that in depth response! Your illustration makes perfect sense, it's just really annoying to get such drastically different results from different bakers, and I'm not sure how to get the optimal scenario where the top of the high res is white(the highest…
unity3dcoder: Some mossy cracks would be nice, just have to make them blend in the asphalt together with some grass. Any food tips on how to make stuff like that? Thanks! Roxxor: Thanks!! Yea the stairs is not textured yet. ^^ DWalker: I tried to brake up the tower with some decals and a detailmap, I added some decals on…
Howdy folks! Here are some screenshots of our new Unreal Tournament level coming out in the next week or so , DM-Chill, as well as some art I did for it. These are not screenshots of the shipping level, but my personal lighting/post pass. ;) Level Credits: Map Design and Blockout: Stu Fitzsimmons Meshing and Lighting: Rick…
Oni's right, and upon looking at the scene closer, you could stand to really push the "re-taking" via nature aspect. It's a gorgeous scene thus far, but you have a great opportunity to tell a neat story with the scene. For instance, some grime making it's way up the windows where plants are growing, cracked/buckled stone…
I've tried changing the attenuation on the omnis. I went all the way down to .005 on some of them, then deleted most of them to see if it made a big difference. I couldn't tell anything. There's so much stuff in the omnis to change, that I couldnt figure out what did what. I changed the near/far atten, and the decay,…
Thx fellas, appreciate it. I drew up a little meme house to illustrate the situation a bit better. This is obviously not the building for the test 😭 TLDR: Option 1 not optimal but uses less UV space compared to option 2 Option 2 uses more UV space for unique decals but I feel like the company wants me to use decals…