Hey guys another update, I think I'm pretty much done with this now in max. I'm going to take it into mudbox next to add some wear and tear such as large dents and worn edges. Someone also told me that really small details might not get picked up when baking the normal map and so I am going to leave those to be overlayed…
Definetly an improvement. But the windows are not reflecting propery. Did you add a refl capture actor in your scene? The fog is a bit too strong for my liking. It tends to wash out the colors and shapes so it needs to be subtle. It looks like you have 2 suns in the scene and one is leaking through the building. Try to…
Could you give me a preview of what you did. Not detailed but steps would help. What I did was import mesh as skeletal mesh with morphs. Imported hair as alembic. On the skeletal mesh I added the groom as part of the component and then added niagra below it as groom simulate. to test it, I’m using animation blueprint on…
Not following, but I have seen some parts from the highpoly and lowpoly dvds. This asignment was for Game art pipeline (DAE, pretty sure you know it :p ) In About half an hour I'm about to have my exam. So atm I'm a bit stressed. Btw Xoliul I tried to do the weathering on the paint like you said. Did I pull it off or did…
thanks AsaNYC, yea this painting is simple yet extremely effective. heres an update. did most of the pre-texture modeling. I added coffins to each of the rooms as my interpretation of what would be in there. Will have to add more once I have vegetation textures. im planning on hopefully animating the trees to be blowing in…
Well this is all I could get done, learnt heaps from this prop. Hopefully will get the time to do a whole environment soon, but school is pretty full on at the moment. I know this is a bit dark but I thought it suited to prop. Probably not everyones style but I like it. JustMeSR, I love what you did with the back man with…
Hey Selaznog, watching your thread for a couple days.. Good work - keep it up man. I also think you should add some more color variations. Also noticed, that your door is slightly to short ?! What about decals, dirt and some grass on the walls ? I have a progress question, did you stitch all components together like Amir…
Some more first passes on materials, this time on the roof and the steps. I also tried something different with the tree with will probably work better in the future. :) There's a bit of a lack of metal in this scene right now, so I'll add some minor elements such as trims and circle attachments later on here and there.…
What did you export it with? GOZ or standard OBJ/MA file? Does it have the same issue in another soft. or only Maya? Also, which version of Maya, and did you update to the latest patch? Also, are you sure the ZB scene is clean? Maybe a few vertices ran off and aren't connect to anything, so during export ZB is messing up?…
Okay did a pretty quick run through with it, had to relearn dDo lol was use to the old version. Here is the shot from 3DO compared to UE4 and my material set-up, please let me know if I should be doing anything different to my material from the maps that dDo pumps out. It is a lot closer then I've ever gotten it so thanks…