I agree 100% with the above paintover and was actually about to do just the same. I believe the stretching is pretty noticeable, and if you went in, you could easily remove that. As for the rope texture, I feel it is way too clean. It sticks out like a sore thumb on the piece in entirety. I feel if you dirtied it up, it…
Quick update - the bridge mesh is finished, although the rope texture still needs a bit (or a lot) of work. (And for learning purposes, I rigged and animated the bridge so it sways back and forth a bit, as I've never done anything with skeletal meshes in UE4 before) and also have some water drops falling off it in a few…
First off, let me say that the whole concept is awesome for real! The concept art is wicked too proper getting the picture already and it looks to be epic! The sculpt is coming on really nicely too you got some really nice muscular forms coming on. A few pointers which all depend on how closely your sticking to the concept…
would be useful to post wires and flats. 22k tris does seem like a lot... but the learning experience excuse is a good one :P It looks okay, but deffo a few probs: The brick section near the top looks too low-res, and the bricks really don't fit their sections, the ultimate approach really is to model each brick seperately…
@AlphaVader and Sybrix: Don't worry, I'll be adding lots of plant decals and alphas so this has more variation. And I started out doing it modular (the brick pieces) but decided the end result would be more important than having it work modular. However I might still break it into modular chunks. @Prtofdacrowd: Thanks man,…
So, what do you guys think ? Just had two sessions myself, and so far there seems to be plus and minuses. On the plus side I love the clarity of the lighting and how the character models look beefier than in MW2 and 3. However (and that comes from someone who never played BLOPS1) the gun feel is very, very light ... theres…
Are there any tools in there for leaks + dribbles for dirt and rust? Currently I tend to do a dDo pass and then compile all the textures and have to then do another texture pass with general photoshop tools for dribbles + rust which all tends to be very directional down surfaces. Very excited about the new release though.…
Hey Habboi, I love the scene as you may have guessed! :P I've still got one or two crits though! Firstly, I agree with shotgun now he pointed it out, that the TV screen is too small/too high. I would scale it up a tad and lower it slightly - you can push realism away a little here as its not so noticeable. Secondly, I…
Right now the texture on the wall panel has too many obvious details and scratches to tile well. Even from a distance, like in your last picture, it is obvious that the panels are showing the exact same wear and tear. Also, the specular highlight is too wide and diffuse. It makes the panels look more plastic than metal.…
great update man! really nice start on building up the cloth. you are getting really close on wrapping that up. some areas like underneath the arm on his lats seem a bit repeated, and the cloth buildup underneath the belt doesn't work too well IMO. You may be better making two big leather strips that go underneath the belt…