I knida disagree about 50%. The art we make as contributors to a game is not what defines the 21st century renaissance, its the finished and released games that do that. I think the issue is that at the end of the day the work we produce as a part of a production while great from a technical level and aesthetic level…
Some notes about Maya and MEL. Like haiddasalami mentioned global proc means you can call the procedures directly but you do not get direct access to variables inside it. The variables will stay in their scope. If you define a variable in the MEL window those variables will become globals for the session. I noticed a nasty…
She looks too heavy for the concept art to me. The concept character is waiflike and your girl looks no stranger to a good solid meal. Partly the trousers aren't helping as they are clearly meant to have volume but right now just look like beefy tubes. Once you sculpted into them in ZB or Mudbox, I would consider adding…
Nice progress so far. It's a good start. I like the idea, but I think you may need to sit down and really define your character before going any further. If your aiming for blizzard quality it's key to really tell a story with the visual elements of your character. I see "a person in an armor suit" when I look at your…
I think your model and bake look pretty good, but you should take another look at the texturing. Your material doesn't feel very defined and your scratches are too uniform. Are the blue areas suppose to be painted metal? Or is it a type of tough polymer? Why would the barrel be painted? Why is the grip made of metal? I'd…
Although your splash page is rather nice, I agree with everyone else in that you should ditch it in favor of starting with your 3D thumbnails as the default page. About the thumbnails, I think they should be much bigger and definitely not cropped. That saw weapon will be a pretty strong piece once it's finished, until then…
Yep, it would work in unreal. Create a landscape component. Add landscape spline, push it under the terrain and set your width and falloff. Then deform the terrain to the spline(s). In 3dsmax, make a profile spline (pink) and sweep it over a simple 2 vert path spline (blue). Be sure to set your pivot below the lowest point…
@Ged The target platform is PC for now. I'd love to imagine porting the game to PS4/XB1 in a distant future, but that's so far down the road that I'm not going to plan anything around it. Target hardware is something around a GTX 670 minimum requirement for 1080@60fps, medium settings. After doing a lot more research, it…
Yes, great buddy !!! Just can't wait for the next updates, and for the beta to be released :P As a reminder, here some possible valuable thoughts : - Custom mesh & UVs for higher res than 16*8k with custom UDims - HDR EnvMap generation with tonemap/exposure/gamma controls : cube/spherical etc ... - Possibility to export…
assuming you have one big mesh that is the problem. you can extract your maps by working in sections. this keeps your original highres mesh data intact. 1) first model your lowres cage and do the uvs. 2) now define two or more regions of your model based on uv seams. easy way to do this is just to assign a different shader…