anyone else remember those games that took longer than 5 hours to finish? yeah... those were the days. seriously, the longest game in recent memory for me, was MGS4, and most of that was cutscenes. games nowadays are geared towards railtrack gameplay, with the illusion of choice or size. hell even the latest Deus Ex game…
Hey guys, quick update here. I've added in alot of base detail to the foreground structures and some details to indicate scale. I think with the lighting I might go for a much cooler color scheme with an overcast sky. I want to capture the stillness and dry/harshness of the environment. I'm focusing on the modelling right…
It's because you are filtering the normal color itself (since you placing the filter on to the main layer instead of a mask). You can check your normal map display and see that most probably it's not the natural looking color (blue/purple-ish). Normal map calculate the vector of the mesh surface using the color so you…
https://vimeo.com/31405112 By non destructive, I'm just referring to 3ds max's modifier stack which is like the bread and butter of 3ds max's modeling advantages. it essentially is a stack of modifiers that can manipulate your model in a linear ascending fashion in which you can toggle each modifier on and off or rearrange…
I guess you could linear subdivide the whole mesh instead of using support loops? I don't know how well that would work, I might give it a go, but would need a much more complicated test mesh to make sure it works well. But I think that would change the normals on top of your custom normals, so that really would work…
Try exporting as UE4 (RMA Packed) instead, and use the *_reflection.* texture to plug in the Red -> Roughness, Green -> Metallic, and Blue -> Ambient Occlusion. Set any non-albedo texture to sRGB off as they're linear textures and require gamma space. Masks compression should be used if you're using the RMA-packed export…
Hi, remember when the foot makes contact with the ground it has to be a linear curve. In your run cycle it seems to go very fast then almost sticks at the end. He looks like a hunter, so maybe compose his head and give him a clear intention/direction to look at, because as of now it feels like it's being thrown around by…
Yea... once more. keep the scope of the project small. The smaller the nodes, the more polished it will feel like. Specially if you keep things to a confined area and less open world. Things like that can be mocked to have it appear as a big env, but its very linear and constricted. The scrum is very useful, you will know…
Thanks guys. As I said, this is very rough yet, I just projected the concept over the model and adjusted some parts. I had some time to apply some of your tips tough. I hope you agree she looks a bit better now. @TheTurner: Thank you, but I don't think I'm good enough yet to make tutorials. Anyway, there's nothing really…
Crazy butcher thanks for the link I will check that out. The auto unwrapper in Maya is not so hot, that is why I am asking if anyone has solved this problem, I've looked into the microsoft uv lattice but it is the same as automatic map in Maya. Dead rising cycles from day to night using baked lighting, so maybe check out…