I wonder how far one can push Substance Designer's procedural workflow... The most difficult challenge i have tried to beat so far was creating some rubble piles that had assets on top of others,but i quickly gave up on the project because some things took too much time,like creating a realistic barrel and rotating it…
if it's trying to be realistic, it wouldn't make any statistical sense to portray a bunch of uncommon weapons without portraying all the common ones as well. It's like if you had some suburban neighbourhood with toucans flying around or something. It's not impossible, but it's pretty unlikely and makes it hard to suspend…
working up a basemesh for zbrush. yeah, I know there are tools already in there but one of my goals for this year is to get comfortable with some other 3d apps. A shout out to Ryan Kingslien - his book, his mesh. Problems with proportions etc - all mine.…
Pretty much this, how exactly is one to saaaay, Critique in fashion that doesn't offend either party when they're saaay, making a model of Fionna from Adventure Time in a Realistic manner? Not to mention, quite a few peeps have a chip on their shoulder about what can be considered as realistic proportions that would fit…
Oooooh :poly102: now this is an interesting environment. I'd love to see some grunge, leaking spots, moss on the plaster/brick of the house. I'd say put a decal on it, but I know how shit UE4 is with shadowed decals.. (unless they fixed it :) ) Are you going for a realistic/semi-realistic/stylized texturing? I think this…
good start on the model. however, signing off the errors as a stylistic choice would not be the right way to go here IMO. this model is obviously looking more realistic than stylized and the few areas that are not realistic looks more like errors than intentional style choices. crazyfool has a nice paint over that covers…
It depends on what kind of time you have, how big they are on screen and how realistic you need it to be. The most realistic way is to model it the way it is in real life. The two sides are separate and then overlapped. Otherwise just model in a lip where it overlaps. And/Or you can just mask off the middle part and pull…
that is a moot point. someone who can hand sculpt photo-realistic likeness would be more than capable to do clean up work anyways. 3d scan data clean up work isn't that big a deal. anyone who can hand sculpt realistic likeness would probably spend 30 minutes learning how to clean up that pile of shit that scan data is.…
coma what Aesir, how is the cloaking REALLY any less realistic than enemies magically never hearing you walk up behind them in the old splinter cell games, or never noticing you rustling through the bushes a foot away in ghost recon 1, or never hearing you tear the hell out of the room next door with silenced guns in rogue…
i used to waaay back when watching other people play Turok on N64. but not anymore. i just got used to it over time. maybe for you it's how much more realistic the enviroments have gotten. your peripheral(sp?) vison says everything outside the screen is stationary but in the screen there's this realistic world that's…