I haven't updated this thread for a while because I was busy to figure out how to do hair for game, and find a workflow that works for me. C&C welcome! About the metal, I will look at it again after finishing the hair. Many thanks to all the feedbacks.
The game was updated today : - Easier to see which levels you have cleared - All levels must be cleared before playing last level - Optimisation - Minor bug fixes I will try to show you some "breakdown informations". C&C are welcome of course!
Cracked earth... lacking depth.. back to the canvas. I'm really struckling to get a rock wall on a tiled wall... for one I have a problem with perspective. Nevermind, here's my next attempt :poly122: Feel free to C & C, I'm here to learn :poly121:
More updates to the textures, and also tested out some lighting setups in Toolbag 3. I'm feeling pretty set with the color palette now, but I still want to touch up the stickers and mess with some of the reflective surfaces. C&C is always welcome and appreciated.
Cheers everyone, been a long week with me flying back to San Francisco and settling in. Finally had two days before school started to work on this some more. Got most of it into UE 4, basic lighting done, and diffuse only. C&C appreciate it!
Nice work, this looks really sweet! If you’re open to feedback at this late stage, your presentations/flats could potentially benefit from some changes. The three-sword image is a bit confusing. The front and back views look like they have different lighting; this could be because you painted some lighting into the color…
Hey Guys!! The is some progress here!! It's all in one 4096x4096 map with 16.5k triangles. There is still a LOT of things to change. This is also my first model using Substance Painter, so I'm kind learning yeat. Render in Marmoset. C&C are very welcome!
was away on a camping trip for few days. here's my progress on the grenade. I've been focusing on the main body and lighting / presentation only so far. C&C welcome! also, yes the safety pin is inside the mesh. it was easier to retop it straight and not angled as it will be at the final.
Hi ! I'm back with my pumpkin man, this time completely finished :) I struggled a bit with the texturing and the final composition, but I'm pretty happy with the actual result. C&C is still more than welcome :) Here's the final render in Marmoset : The wireframe The final sculpt
You'd need to have your application (the c++ code) handle this. It's quite doable if you have access to the shader loading code, I remember I did something similar back when I still programmed c++. Unfortunately that's not really a possibility with most applications.