I started an online eCommerce business and got the name copyrighted. Went down to the local government office and paid i think it was $50 to do so. Bought the domain first then went down and they check make sure its not taken. You get a tax id number and have to report taxes on sales every quarterly.
Not sure if I would agree on Awfully Close, but similarities / covered areas sure are similar (that helmet is 50% mouth armor, ours is a veil of cloth). We actually based it off the Wicked Men (Mordor Humans) heads from Lord of the Rings (We liked the cloth + metal look they had and came up with a fitting one for PA)!
Sure, thank you! This is for making collision models : clone model apply specific material to clone apply vertex weld modifier apply push modifier at 0.5 apply Pro-Optimise at 50% while preserving textures cords apply Pro-Optimise again at 75% while preserving textures cords done thats it... thoughts?
Yea, but for that look you have to blur it to a certain degree, else it will look way too sharp for those old cameras. And give some hint that it is meant to be a photograph. I have to say that I love this project, 50% cause I love the concept artist and his work and I always like to see people work with them.
This is awesome. Love the idea and contrast of elements. If I can make a comments or two. Someone else mentioned making the watering can smaller. I think you should make it smaller again, maybe 50%. Make the bonsai tree smaller also. The pose seems a little unbalanced to the right side. Great work though.
Please check out how lightmaps works in unreal, and what are the requirements for it. The console says you have more than 50% overlapping uvs on the lightmap uv channel. The lightmap uv channel needs to be uniquely laid out, so no overlappings are allowed (because otherwise the lighting information would bake on top of…
Been struggling with the lighthouse, it's a complete mess! Any help would be much appreciated! And been experimenting with a bit of 'overhang' grass, this is a placeholder for now but you get the idea! :) Sorry for the slow progress, I'm having to write a 50-70 page Games design document for my uni course. As you can…
I never do it just by hand. If the bounding box for the highpoly is 250 units across and the boundind box for the low is only 50, then I know what value I need to work with. If for some reason the result doesn't seem to be a perfect match, then it's at least close enough that I can shrinkwrap the lowpoly back onto the high.
I just wanted to point out that, although that tutorial teaches several interesting techniques, at least 50% of what it teaches you is "the way is absolutely not meant to be done" (I hate it when tutors do that, even more so when they state that they are teaching you something wrong), last but not least that guy's accent…
Loving the color scheme. The boots are very noisy at the moment though. Can I ask what kind of layers you used for this progress? I'm guessing base colors + 50% AO + color dodge layer with "light" mask builder and cavity map for edgewear, but feels like there's something more..? Can't wait to see more :)