There are some great CSGO skins out there like the Hyper-Beast, I find them the most aesthetically pleasing because of the way the intricate custom paint job informs and exaggerates the silhouette of the weaponry. 70's/80's scifi is a great theme for a weapon skin and my first response was to dig into the cult movies and…
[ QUOTE ] On a side note I use to like morgan till I found out she was cananadian, didn't like crispy creme donuts, and that comcast was killing techtv. [/ QUOTE ] She's not Canadian.
Maybe the scale controller got changed somehow, for example by wiring it to something else in the scene or having a Scale List with a different entry being active. Check in the motion tab of the control panel (solid circle/sphere with motion lines to the left). Default is Bezier Scale.
Hello, I had short chance to finally try by myself Alien Isolation and I'm amazed how lighting is making awesome mood there. I'm trying to make same type of lighting in my scene. I would like to know how to make this type of scenes in UE 4. In this article i read that its made by "deferred renderer" Whats the work-flow for…
Adorable! I like where this is going. Do you have any updates? I am loving the hand painted scales on the top of his head! If I was to be finicky, there is this horizontal line on the tail end that catches my eye and seems to be accidental. Also, the lines on the horn look like lines, ha ha. That might sound stupid, but…
Here are my thoughts in no particular order: * 1. Resume You really need to reformat your resume. At the MOST it should be one page long. You have a lot of wasted space, mostly in the form of a large font size and spacing between lines. Your list of skills can also be converted into a table. You can get what you have…
I like the less saturated version more myself. I think it fits the mood better and looks less "computery". It's a nice style you've going there. But I think the hair could use a bit more work, or maybe just thinner lines to match the face better. It doesn't look like as much care was put into into, like there seems to be…
For the sideways issue, Blender is Z up like max and when you import everything has that 90 degrees in the rotation. Try the checkbox in your model import settings to bake axis conversion. If that doesn't help, make sure your tree is aligned to Unity space in Blender before you export. I used to have to do this in Max…
That stack does look particularly crazy. It would probably have been fine if you'd collapsed up to that first Edit Poly, all down into an Editable Poly. Doing a Line followed by a Surface modifier (which are always pretty fiddly anyway and can evaluate differently even if the tiniest thing changes), then two separate Edit…
As the PS5 and XBox2 are now widely talked about being in development at particular studios with what might be a 2019 or more likely 2020 release date, I was wondering if we could start getting on down to some technical performance chit chat. From an artistic point of view if we can see what we should be gearing ourselves…