All two sided materials do in most games is add more tris. So if you don't add the planes before export your tree will be 1000 tris. But in game it will be 1024 (or whatever). So at least doing them in the 3d program will give you an accurate tri count. I also do all leaves one sided, the copy/flip normals before export.…
The wood looks to clean and perfect. But I guess that is unavoidable with a repeating texture. But hey it works, I like the feeling your scene is giving off that rustic outdoors look. Here are a few suggestion take or leave them. Add something inside the shack. Like texture in a one of those river fishing pants that…
So this may be a huge wall of text, but bear with me (and yes, some of what I suggest may have already been pointed out to death here in this thread, but I think that just means a consensus has been reached as far as the critiques go). Maybe I will try to add some humor in here every so often, just to spice things up (I…
even though i do appreciate these screenshots, especially when i was trying to learn, these types of images i feel are particularly "bad" when dealing with the thievery tool ".a.-i.-" they could probably replicate your exact model now an i know already "they've" been lurking the forums. Otherwise here is a video:…
@Eric Chadwick I have actually done that and, same thing, the unwrapp disappeared. I did not change anything with vertices or edges, just the smoothing groups. Do you think it would maybe work if I add an edit poly on top of the unwrap, and then another unwrap on top of that? Don't know if that's a bad idea or not.
I'm currently working on a sort of Cryo Chamber based off of a quick sketch a buddy of mine did. I'm working on the high poly and will add some more detail to it. But here's where it's at right now. I deviated a little from the concept due to issues with functionality as I plan to make this piece animatable.
Thanks for all of your feedback :) I have reverted back to the single page cv. I found that writing so much for the 2 page CV game me a lot of useful stuff to add to the single page CV that I did not have before so I would recommend that to you guys :)
I pretty much work exclusively in metalness, only because all of my work is placed in UE4. If you're planning to work with Unreal, there's not really a whole lot of reasons to use a different workflow. If you need specular and gloss maps, you can always add them using DDO's menu later on. :)
@GhostDetector: Regarding your third paragraph, I do not think I can just "add armor" to an anatomically constructed creature and call it a strong character design. @artquest had a better idea with starting with a theme, which helped me push forward and make decisions the last time I did this contest.
Thanks. Yeah I already thought about the trigger. Did some rough versions of it, but non of them looks good. Also the grip is to much to the front on the concept, to add a normal trigger. At the moment I'm thinking of leaving without a trigger and explain it with a "smartlink" which allows the soldier to fire the weapon…