Definitely worth testing - sort of linear version of Substance Designer :) Run into problems with first test: 1. Tried to apply maps on cube exported from 3ds Max (properly UV'd), tested with all different Guruware (gw::OBJ-Exporter) OBJ settings + with or without material or smoothing groups on the mesh. 2. Neither load…
Hello Duyvu2709 If you are looking for feedback here it go ( if not , ignore me xd) : - Nice start , the poses are there but the problem is that everything looks like the computer is doing a lot of work. - You need to put more poses/keys in the parts so you take control over your animation and not the computer go from…
A real simplified step by step: 1. Find some orthographic images of a character to model 2. import them as image planes in maya 3. Add primitives that approximate the main volumes of the character (torso, head, limbs weapons etc) and set an appropriate amount of starting divisions and position them to match the image…
I wouldnt say having a pro account isn't essential, however it does have some good features that can help grow the attention/exposure part, such as the blogging features where you can share your process or thoughts with other artists and that can help you be seen as an expert in your field. posting your wips and more often…
Nice character! I do agree with the comments that the character is looking to clean for his own good. ;) My crits would be add more contrast and texture variation in the skin tones. In Vertex#1 Jacque Choi does an awesome write up about them. Also to be super nit-picky I think the hair could use some more work too. You…
LOD Bias: All textures in unreal are streamed in. The way they are streamed in is by loading the smallest mip map level first and going up the mip maps until the textures fill up memory. What LOD bias does is limit where the loading process stops. So a value of zero means it stops at the largest version of the image. A…
Well after a month tangled I finally figured it out. The problem was I was exporting in 16 bit as targa in quixel it automatically made them psd files and only the diffuse, specular, roughness, and normal would generate, instead I exported in 8bit as targa which it generated 5 maps this time including a Reflectance at…
Good start, for sure! To go on what Adam was saying, it seems that at the end of each step for both your walks, there is a slight pause. You can get away with it for the hurt one if you want to argue that he steps then stops on purpose, but the normal walk shouldnt have this at all. It should be a nice continuous, fluid…
*changed some of the text, didn't want to sound offensiv or arrogant* what goes in the param2d in the ramp part should be more than obvious :O the ramp, the texture you use to change the shading, i added a sample picture above the arrow :)http://polyphobia.de/public/tutorials/TF2shading/003.jpg What exactly don't you…
Yes, there's no official mod kit yet. But that hasn't stopped determined people from modding anyway. :) I learned from this specific tutorial: http://www.nexusmods.com/fallout4/mods/7957/? Basically you can create your meshes in 3dsMax, and export with the experimental Netimmerse plugin, and then with some Nifskope…