@ A.Kincade: thanks, i'll be adding in a temple tower in the background, just like the one in the concept :) @Demotion: ur right, i'll be sure to work on the comp.
Wayforward is seeking a few concept artists to contribute ideas for a logo for a new game on the Wii and 3DS. This job will be paid per piece. Please email Damon DuBois at damon_dubois@wayforward.com for more information. www.wayforward.com
Probably? Instancing is usually something I do after a profiling pass on the scene. They're relatively easy to drop in with the merge actor tool. Since the renderer refactor in 2019 the engine does also do a degree of dynamic batching, which will consolidate draw calls for duplicate mesh instances in more or less the same…
@Devon M Personally, I would create the details of the door in zbrush. For the skulls, as different mesh sitting right on top the door; instead of sculpting the door.
There's also roughness, which changes the extent of the fuzziness. I've done a lot of work with the Sheen extension in glTF, to create velvet, satin, and other fuzzy surfaces. https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_sheen/README.md An example model you can play with:…
I am working on a new female character for my portfolio here is a link to the concept by Devon Cady-Lee or Gorrem on Cghub http://cghub.com/images/view/108195/ I would really appreciate some crits on this thanks