Hey @Ashervisalis thanks! Yea I kept going back and forth on that as some of the references for gardens like these sometimes had all straight raking some had this kind of blend of following islands with a directional rake in the centers and some had that thing where all they do is rake around the islands endlessly until it…
This is 100% expected behaviour. In simple terms, You’ve fixed a bunch of pixels on a texture to two triangles in absolute positions within them, and then changed the shape of those two triangles. The pixels won’t shift themselves off their assigned positions to suit your imagination. Hence the distortion. The only way to…
This looks really cool, and due to the setting could go a multitude of ways in terms of style. It could be a monolith the tribesmen have deemed important... and so it's covered in blessings or finger paintings. There's a lot of potential to make something different from the norm here, don't let it go to waste! :D As for…
Games usually use different models for closeup (more triangles) vs. full-body (less triangles) viewing distances. These are LODs as Mark explained above. The transfer of details from high to low can be done many ways. The transferred textures can be used in any game engine. Although normal maps have a few different…
That is assuming they are doing their job and only going after the actual bad guys. It also assumes that they will use it as intended and not use it to lock up anyone they don't agree with. It's really getting hard to support "captain cave in". But on the flip side he never said he was against it, he just said he didn't…
soooooooo .... long time no see :D Been really busy at work and in private life, so the piece sure lost a lot attention. I did some more on the project and although I don't intend to work on it in the near future, I just want to post the (small) update :D I have more important thinks to work on at the moment, but the…
Here is my latest little project: This is a concept that my mother drew in 1982 for a project at Chelsea Art school and i really liked it so i decided i was going to steal it and make it my own (muahahaha). The idea for it is this, it's a MOM suit (Man Of Mercury) designed to withstand harsh environnements and it's used…
Less seams the better, but I usually cut off the ears and usually the nose, since it's impossible for the UVs to be flattened there without introducing stretching elsewhere. If you plan to animate the character, you may wish to model the eyes closed and unwrap so there'a no stretching during blinks. I have never needed to…
The 6700k cpu is easily one of the best cpus available atm. The onboard gpu is fine for 3D modeling, but will limit you with game engines like UE4. For RAM, the amount you'll need is dependent on what you want to do. If you plan on using Substance Designer then you want as much ram as possible, or intend to do very high…
I can't immediately think of any game that did that. I assume theres quite a few games from the 2000-2004 era or such that did this, but can't think of any. I did this myself recently in our Unreal iOS game Unmechanical, with our water surfaces. It is something I also intend to cover in an iOS Unreal dev video I hope to do…