not sure if you're following this thread anymore @jcourtchandler but you're just going to have to work hard. A lot harder. 4-5 hour grind sessions after work. Hours of tutorials. The kind of art on your portfolio looks like the stuff my friends doodled in freshman year, and they were not aspiring artists. I could tell you…
1) Is it dynamic? Because changing the dynamic properties of hair and cloth, from soft and flowing to clumped and heavy is not exactly easy or built into unreal. What physics solutions are you using? Apex Cloth? Nvidia Hairworks? Or... is the hair mostly helmet hair and you just need to change the helmet and you're not…
This is F*cking awesome. It has come out pretty nicely for sure. the only thing that really bothers me is the back strap over the stock thing above the handle. The cloth strap totally looks out of place... Idk what it is, but it looks like a paint over or photo shopped on afterwards. The back strap could definitely use a…
i am a bit late to reply, i am really busy with my piece as well ;) i just made a reeally quick overpaint, excuse the shitty quality, its just to illustrate what i would love to see in your work. you really did a great job on all the textures and stuff, but in my opinion you have to make bolder statements with value, at…
What ends up in the game engine is triangulated. You can use whatever works best for you. Quads are great because it allows for easier selection of rings and loops. Tris are often great for organic forms. You might want to force triangulate a non-planar quad that might be auto-triangulated in the wrong direction. afaik,…
It's a good concept, but needs to be finished or properly scanned. A good concept is normally straight on front and side views, next to each other and all the features line up. This is the best kind of concept to get you rolling and actually build off of. They normally don't look "dynamic" but they work well for the 3D…