Yeah, the CS GO decal is a bit... forced? But the kinves themselves are very good, specially the stattrak counter, seems a nice alternative to having the number scratched on your knife. I'd take the fourth because of it's unique shape.
Great lighting setup! What exactly are you even using for dynamic shadows here, capsule shadows, direct shadows, settings? The assets don't hold up over a decade later of course, but it's a nice job overall.
Maya 2017 and Maya 2018 have a been a huge improvement. It now has a lot of features that Max has, so I'm pretty happy with it. it finally does extrude with shift. It took over a decade for Autodesk to add this.
Delicious ! I wonder if you could use some kind of blended material in UE in order to leverage both regular UVs (for the normals, and wear and tear) and more of a tiled/projected set of UVs for high resolution decals ...
Thanks guys really appreciate the feedback, brought it into UDK creating shader networks with lerp nodes to mask off certain sections and adding decals from seperate textures... this stuff is finally starting to make sense... lol
Some more progress, got started with the holograms today. Mostly just fiddling around with the texture, so I haven't really started on the shader yet. Also quickly tested placing the text on the platform wall with a decal.
You can't. The repeating nature of the texture will always be noticeable, to a greater/lesser degree depending on the distinctive appearance of certain features in the texture. One way to hide it is to layer/blend it with other textures, and/or use decals to break it up.
Hey guys! Lately (luckily) I´ve been having tons of work between the studio and freelance, so sadly this will get delayed. I will update the thread, but it will happen lot less frequently now. Cheers buds!
great looking modal, but the texture needs some work, maybe a few decals, scratches etc and I agree with ae. get rid of the tiger strips it really feels like it shouldn't be there. But its coming along nicely
A)the hair and head are snapping to the 1st keyframe positions when the animation is finished. (it should be flow back smoothly) B) you may want to delay the secondary motion (the hair a bit) It feels too close to the jump animation