Thanks guys ! So.. between Torchlight games, I managed to update my little scene. I decided to make it a little bit bigger. I'm close to start uvmapping now. I still need to improve the dead fallen tree, add little branches on the big one and optimize the ground tricount + tweaks depending on your crits :poly142: Tricout :…
Yeah, sorry for being somewhat unclear there. I did mean 'like a grid', as Sage says. Everything you did before you sculpted would have been fine for a highpoly, but sculpting on a mesh like that is always problematic. Less so now than it used to be, but still. The advantage to sculpting is also that you can just subdivide…
Seriously the coolest thing I have ever seen was when me and my Uncle was getting mugged it Tacoma ( Shitty town south of Seattle ) A group of about 3 black teens were walking past me and my Uncle who were on our way to a movie . They are all kinda looking at each other and then once pulls out a 6 inch kitchen knife and…
Hello. I am a GoldSrc mod developer looking for someone who is willing to model a highly detailed experimental weapon for the mod I am working on. The main inspiration for this weapon is the Akira laser rifle, with bits of the Displacer from Opposing Force added in, as well as the Hyperblaster from Quake 4. As I said, I…
In my experience (and this may only apply to my own experience), once I have some basic knowledge of what to do, I set a project of reasonable scope and as my end goal. Something small, but interesting to me. This is critical. Then, I figure out what I need to learn to accomplish that as I go through each step. Making…
Hi! By now you probably put your plan into action. When you're generally happy with the shading achieved by the modifier, you could apply it as a starting point. Personally, I define sharp edges while checking the mesh shading, placing UV seams at the same time (unwrapping in Blender). I had another look at the model, so…
Hello. I want to do material blending for painting a terrain in Unreal Engine, and I’ve done it using three materials and height lerp. My question is, since I’m doing this with RGB channels, I can’t use more than three materials. How can I use layer painting together with height lerp? I want to increase the number of…
@AtomicArmy Something I would advise at this stage is not to go in with all the details. Like I see the house half fininshed, not all foliage is there, etc... Do a pretty detailed blockout of the WHOLE THING that is simple and clean. Not much noise, no vertex painting, etc... You can add all that later. First you need to…
to get masks you can use in photoshop... set up a user channel in each texture set put a black fill layer that only writes into the user channel and that covers everything add a white fill layer that only writes into the user channel and and that only covers the geometry add the user channel to your export preset export..…
I'd say the design isn't bad, it has a sort of rugged boxy look to it. Sort of like grandpa's old rusty fighter from the last great war is the feeling I'm currently getting from it, and maybe you can push that when it comes time for texturing. (Think the old viper fighters from battlestar galactica compared to the new…