@Daniel_Swing - thanks for the input - sadly bringing down the edges kills the flood fill node I use for various things. I will look what I can do else to bring it down!
When character modeling I tend to use mostly Silo/Zbrush/UVlayout and avoid Maya until the very last cleanup and export stages of a model. Recently I'm doing a lot more environment work where I pretty much have to use Maya for the majority of the process. It feels horribly clunky after using Silo for so long, so I'm…
This is my first project using UE4 and I haven't used UDK either. I'm a 3d artist looking to get into environment art so at the moment I'm focusing on the visuals and learning everything as I go. So far I have to say I'm blown away by what can be produced in UE4. Goals Understand the modular environment modeling workflow.…
I'm using the Standard shader with a Specular workflow in Unity. From what I understand about Unity, gloss should be encoded in the specular texture's alpha channel. To achieve that, I use a script that combines Quixel's specular and gloss textures accordingly. From a color space standpoint though, except for the normal…
Polygon, if I understand your question you are posing then here is an example of my work flow for personal stuff and for my professional stuff. Have concept/idea, model out in Max. do I need to create a proper blockin first for UDK, usually yes, get my sizes that it needs to be etc. Then model it quickly and place into…
Very interesting style, good job on that! Some small things to crit, for the 4 first images, the middle one with the crossed swords looks a whole bunch better than the others, because it uses value a lot better. The others are too busy and everything is too equal in strength. If you would change a couple of the lighter…
Cool, I see where this is going. Some quick notes: frame 21, thumb sticks out like a sore thumb :wink: Get a better hand pose so its fully gripped. f28: I don't think his feet should roll up, if anything, they should stay flat to support his weight. f36: This pose isn't quite working. Its like he's stretching so much, his…
I dunno, set it to black hole in the properties and use that alpha to bring the object back in? Give the object the background material, render your frame without it, then bring it back? Use that empty space as the alpha?
Rotate and bring the jaw back, bring the top lip out slightly, adjust the tip of nose down slightly. Here's a quick example on the right. Hope it helps~~~~ Keep it up, hope to see updates and improvements :)