Long time no see :smile: Managed to find some time to get this guy near completion, still ironing some things out before calling it done: Any and all feedback is much appreciated!
Hey Polycount: Quick question, something I'm noticing again while I'm retopologizing this new character. So I have a body that's mostly symmetrical, so retopology for that is easy, but then I have asymmetrical elements that overlap on top of the symmetrical mesh that COULD be retopologized as one, but I'm wondering if it's…
I'm reaching the final stretch in my portfolio model of a steampunk submarine, and need to model a hot air type balloon with a net to go over it and keep it from floating away. I've looked for tutorials on how to do a net but I'm coming up short. At this point, I won't get around to unwrap and texture the project so it is…
Thanks! and yeah I agree. I have a couple ideas about how to solve that but I'll get around to that once I'm done blocking out all the armor and go back in to make tweaks and whatnot.
Thanks @disanski So unreal card hair is dependent on a lot of factors - DItherTemporarlAA node in the hair material that your opacity feeds into - Your Opacity map being strictly black and white, no grey values - When rendering in MRQ making sure you are using Temporal Anti Aliasing and dialing it via command line, mine…
sprunghunt: I definitely agree, thanks for that reference! It helps a lot! Jeremiah: LOL no they arent photoshoped in but yeah I will have to see where I get that ambient occlusion in UDK. mystichobo: Totally agree, I think once I add curtains, and fix lighting it'll be better! Thanks guys! I appreciate it!!
this is an error message i get when trying to bake a normal map with my highpoly modle (over 110k polies). i have searched on google, funilly no info about this message. anybody got an idea why i cant bake my normal map ?