Week Twelve Day 1- I made more houses in the background. Day 2- Work Day Day 3- Work Day I watched beginner tutorials to get basic ideas on Substance Designer. Then I decided to follow a tutorial about creating a brick wall in Substance Designer. Substance 3D Designer First Steps: 01 - Overview & Basics…
Me and Christopher Schiefer are working on this full deferred rendering engine for a long time. We ended up with some interesting results in terms of performance & quality. What you see here is all wip. All Codes are from scratch,none of them is from act3D. We made a huge effort to set it up as optimized as possible. It…
Hello, I wanted to post a few requests on FB page but that's not the proper place so I thought I'd collect the feedback/requests and post them here. Bridge 1. Manually re-arrange the assets position in the library based on personal preference. Basically, putting assets of the same theme next to each other instead of seeing…
I'm not sure, its just the way I was always taught (MLA format? don't have my handbook handy) - maybe its a personal preference too. It can go either way I think, just depends on how you phrase the question and how you answer it. Its a minor issue really, probably not worth splitting hairs over. "What positions has this…
I do not understand what I am looking at here. Did you model that color render of that Panzer model? Or are you simply using it for reference. It is so completely different to your low poly. And that model itself is loaded to inaccuracies and you SHOULD NOT be using that for reference. Until you answer this I am only going…
Squig: Fun model, but I'm can't see the effect of the spec map. I would take this into UT3 and get a nice shader with reflection, heavier spec, some very subtle fresnel and a couple of detail maps for normal skin detail. Diffuse texture-wise you have not got enough color variation in there, the whole thing is basically the…
Yeah this is exactly the sort of practice you're after at this point. Some tips: -When starting a gesture drawing make an action line. This is a single line that follows the flow of the subjects body and will give you a strong, immediate feel for the pose you're about to draw as well as a guide to follow. Take a look at…
fuck accidentilly hit the back key of my mouse... okay again but maybe shorter, as i'm lazy :D i really like her! great attention to detail, the cloth look pretty nice overall. But i think it lacks some gravity here and there, maybe i'm wrong but especially on the lower ends of the skirt/loincloth part i think the folds…
I agree, and disagree to an extent in either direction. Personally, I enjoy well done minimalistic wear on weapons. I appreciate a subtle but realistic texture more than one that's been beat to shit, like you've seen in 10000 games over the past 10 years. If your setting is Fallout 3. Sure. I get it. But even games like…
Looks pretty cool :) The topology looks nice. Is there a target polycount your going for? I think you should go in and add loops to areas like the elbows, wrists, shoulders and the knees. These are the areas which are going to act as pivot points for the bones and are the areas which will undergo the greatest deformation…