Here's on an update, texturing is around 80 percent done. Not all the objects have textures on them yet and hoping to add more detail to everything else. These are just screengrabs so no lighting yet, high quality rendering was on causing some lighting seams in the pix. You should be able to spot a seam in the skybox,…
Hi guys, here is the update of the model, I'm about 80% done with the texture, as you can see the alpha for the hair is not finish yet and it is the main part I'm having trouble right now to come up with a realistic hair alpha, so if you know any tips or tutorials on the net please let me know. I'm not really familiar with…
I pulled these out of the archives cos i found a screen to gif app that looked like it didn't have a trojan in it - these are all captured from substance player. This one was interesting - the ground is done using the same pseudo 3d technique you'd see in 16bit driving games through the late 80s/early 90s. the clouds and…
I enjoyed the ThunderCats sword as a kid so I redesigned it in my own way as a game model in unreal engine 5. ThunderCats is a property of Warner Bros. This is just unofficial fan art. I created a custom postprocess to make it look more like 70s or 80s footage, parallax offset based flames inside the sword logo. Rendered…
On this project I've really stressed making good UV unwraps and layouts, after several iterations this is the version I'm most okay with. These forums, Lvl 80, and the Gears of War art book were really helpful - so thanks to all of yous! I also have the prop all rigged up, including IK driving the ornament. The ornament…
This is what I use to convert my smoothing groups/hard edge splits to polygroups in zBrush when I import my meshes: http://archive.zbrushcentral.com/showthread.php?199290-Smooth-Group-Import-updated-for-ZBrush-2018 It'll automatically crease by polygroups on import too. I use Max and many boolean ops for most of my assets…
saw it today :) For me THE movie of 2012. I grew up with games like Tapper - all in it's CGA glory on my dad's IBM PC XT. I loved all the small details - the jerky movements of the 8-bit characters, the pixelated dirt on the character's clothing all the way to the 8-bit/16-bit hommage credits. I'm so waiting for the…
Smoothing groups: 1. If you are using an unsynced workflow then harsh angles > 70° to 80°(varies depending on topology) need to be their own smoothing group. If synced, you may still need to, but to a much less degree. 2. Where ever you have a UV island, you need to have a smoothing group break. There are some exceptions…
Awesome tests, Would love to see a higher res next to each other especially the 4th one down. Making painterly looking stuff is damn hard procedurally... Though I have heard some studios using SD and still getting a painterly style. edit: also even if you get 60% to the look with randomization and variations it is still…
OMG my post have it's own troll!!!! Well that's why I wrote "almost no one can or will buy this device", I don't remember any time in my previous life when I wanted to play something like what I am trying to do, basically because some like this have never been done, and certainly as long as I know no game have implemented…