Here's a character bust that I started a couple of weeks ago I'm aiming to get her into UE4 and make use of some of the new skin and hair features. My aim is to replicate something like this Creating convincing female hair has been my biggest issue in the past so that's something that I'll be focusing on in this project…
Progress on my Esee-5 knife. 3DO wip renders. Textures not at full res in these. The micarta handle has been hard to replicate exactly how I want. My version of PS attached to quixel is part of my workflow problem here for sure. This is a "clean/new" version, and am going to make a "used" version when I'm happy with this.…
Hey, So I am working on an environment, and I would very much like to mimic Square Enix's art style. What are some things to keep in mind/look out for when you are trying to replicate ones style? I'm pretty new at this, because I've always used my own personal style, but this time I would like to make something different.…
EDIT: For some reason I some how managed to botch the previous attempts at getting correct subdivisions. Apparently this builds polys in the same manner as the smoothing option does cause it's replicated the same form exactly as before, or as far as I can tell. I think that solves my problem, so thanks man.
Today, I changed the light shafts as per Oniram's advice, and added some more textures. The desk fans looked terrible with geometry for the slats/cage, so I masked them instead and it looks far better. Any advice? I'm currently struggling to light the room in the background, as the bloom of the lights is tough to replicate.
Without knowing anything about your implementation it's completely impossible to help. I do however suggest you read up on Replication. Given it's in kismet, you are likely going to have some problems. Kismet is for mission scripting rather than the actual gameplay. You may also want to look into implementing this in code.
Thanks for the input, I wish I have the skills to model realistic human to the point. I am new to realistic character and trying to replicate what I see here. I did ask around but no correct answer yet as to who this is... so i guess i didn't do well on sculpting to reference.
Thanks I guess. Again the intent was never to follow it verbatim if that was the case it would of looked like it. I'm trying to have fun with my personal work and enhance my skills, Thanks again for the feedback again however it was not to fully replicate the concept just pull some pieces from it. Thanks again and stay…
Yes, yes, I will continue to apply to other
jobs in the meantime, but since this kind of thing has been happening to me a
lot I'm really getting curious as to why this kind of behavior seems to have entered the
norm within this industry. To explain my current situation, I performed an art test for a company a couple
of…
And trying to replicate the effect with an illum shader. Doesn't look as good, don't suppose I would have suspected so, but it seems like that's not going to matter, because running the scene with the launder results in the environment map not being applied, leaving the bottle simply a half transparent flat grey. This has…