Join us for Animbreak Episode #03 on FB Live tomorrow (18th) at 12pm PST with Riot animator Joe Han! https://www.facebook.com/shumface We'll be taking viewer questions live as always and feel free to leave your questions in this thread (https://www.facebook.com/shumface/videos/1486941941329610) as well! Check out Joe's…
I had the chance to play around with the 16" top model. I played 30 min with it - no real test but a first glimpse. Handling: It's kind of huge already. Too big & heavy to hold it with one arm and draw with the other for longer. But feels much better than the older cintiq computer. Display: The display looks gorgeous.…
ok good :) You might want to post the references up if you want specific crits and feedbacks on the models you're doing. Otherwise all we can help you with is general proportions :) You might find this interesting: http://polycount.com/discussion/189005/30-heads-in-30-days
kirtalvin Yes, I saw that. That's the god awful smoothing group UI I was referring to. Unusable IMO, unless I just don't understand what I'm looking at. I generally set up the base shader at 89 degrees and that makes the model look good BUT it exports with a bunch of seemingly unnecessary vert breaks. I can make the model…
More importantly... Has anyone been following the "graphical downgrade" controversy? Sounds like its shaping up to be another Watch Dogs. Each iteration of the "gameplay footage" from 2013-2015 appears to show a drastic loss in quality, in part to make room for console viability.…
@Creeow - Thanks for dropping by, nice to see some aspiring concept artists in the workshop! I've wanted to livestream at some point but due to some of the projects I've been working on I haven't been able to publically show off the concepts. After this month hopefully we'll transition into more 'open' projects that will…
When the tags I use as reference are in the game they are just perfect. Here is an example: The images are scaled to a resolution of 184x92 so it's a pretty low resolution. However when you get to see them in the game itself they will be scaled around 500x250. Thanks for your comment though! The best part, it is! I'm an…
Well a big part of Skyshop's gorgeous material definition is how the gloss value influences the blurriness of the cubemap reflections. It's possible to do this in UDK with a fairly simple material hack. You'll need DX11 though. http://www.polycount.com/forum/showthread.php?p=1767412 Also, if you want to get close to the…