Damn....you know that you're both right....I guess sometimes I get too anxious, sorry...so I think what I will do is this. I'll just post the initial work (rough outline/draft), then my final work/render...might be better that way. Again for pointing out my errors.
Don't worry they will. After all we started with TF2 - see Polycount Pack. As for CS:GO it's just skins right now so not much for our community to do there. We are kind of going where the communities and artists are wanting to go so start an initiative yourself, gain support from other polycounters, and this becomes an…
originally it was to do a 3000 tri project. That's why it was so low. I initially got carried away with the hi poly. Person project still. I may do a hi poly poly paint. I hate to see all that detail go to waste. Once this is done I'm gonna work on some sculpts though
@Edrice: Thanks. I agree and have reworked the front of the skirt. Not sure if I fixed the issue you mentioned though. Here's a mostly final high poly. The hair was/is placeholder. Also got around to doing a retopo and initial bake. I wanna finish this off soon so I can jump into the Dota 2 comp. :)
A quick update- added the loop part of the locomotion. It's still in blocking+, so trying to get readability down. Next I will work on timing and getting the flow a bit more smooth. Edit: After some thought, this is too busy and I'll be revisiting my initial blocking which much more closely resembles a walk cycle.
I've made a very rough reference from the concept art. I'll use this to initially block out the form. You guys are free to use it but please keep in mind there may be flaws so be sure to use your own interpretation. The original is still my main source. This just helps me model a bit faster.
Initial overall Substance Designer work on the gun. I am excited that I have learned quite a bit about Substance Designer between the mech and this gun. I can retroactively apply what I learned and will update the mech also. Still to do: Unique wear and tear Mechanical Leaks Painted Decals and Lettering
Hmm ok, next time I will try to model a head without the dynamesh. Initially I used one reference that I've found in theblueprint, but the front and side view were slightly misaligned (when I saw this it was later) then I started looking for real skulls on google image. The only adjustment to the first reference was to…
Thanks. Although it should not be just for me. Should be for everyone as it is important. "Initially the submissions page didn't have an option to choose whether or not your artwork is sold. It was going to get sold regardless." Most definitely not cool. If GA is to be run like a "business", then it's a route that either…
You can import erosion/flow/etc. maps from WM into UE 4 as weightmaps to tell the engine where to paint your materials initially. You don't have to do that in the material. On your layer name in the Landscape Paint mode, right click on it and select "Import Weight Map" - select your 16bit greyscale and poof.