Good job so far. I think the main thing to consider with this right now is the large shapes. The criteria earlier about it being boxy I think was a lot about the sharpness of those corners. If you look at this way zoomed out it looks almost low poly in those corners. I'd soften those way up and go for a soft wood and metal…
Really cool. I dig the paladin and I also really like the line quality and flow in the last two sketches. I think the characters would benefit from being grounded more in 3d space. Especially on the top two with the blank solid colored backgrounds. Having even a basic gradient and some cast shadows to show that they are on…
The concept has a bit more textural quality to it. For instance, there is still some of the green flesh left on the seed, like it hasn't been scraped clean completely. Also, under the character's right eye, there is a little dark crack, and there is a tiny "teardrop" of green stuff under the left eye. I realize these are…
What do you mean by that? Paint it three to four different ways? I'm also having trouble detailing this texture. As you can see in the picture below, I don't really have many details. It looks too plain for me. How do I make it look like it is more detailed (so far I've used the basic hard/soft round brush to just make the…
Thanks Justin! The guys over at 3dmotive.com do a really good job of coming up with some videos and topics that aren't really out there that much (hand painted weapons, foliage in UDK, sculpting props, etc). I'm excited to see what they end up doing next. If you have any questions about the wood workflow just ask. Just…
if you have all the edges on your model set to "hard" so they have more than one normal per vertex unreal will duplicate the vertexes for each face that's set this way. However if you've got a bunch of N-gons the triangles within the n-gon will basically be soft edged. This could mean the n-gons are stopping the vertex…
Crap news guys, good luck to all those affected. Even if the sales weren't good the skills behind producing that game were AAA. Completely agree with SkankZero on this. It's about time our industry transitions into a more stable format. Overstaffed company + one title + praying for squizillions != winning formula... god…
@FreneticPonies Thanks man! I appreciate it @Tomiajayi It has very strong postprocessing volumes (many will have to be shut down for the playable demo) and a bit of beauty work in Photoshop. The Photoshop edition includes some soft Levels tweaks and extra details on the rain to make it look cooler (I`m not very good with…
I kinda see where's perna coming from - this won't help much when it comes to modeling real-life stuff where all the fillets are slightly different, there are some sharp edges and some soft ones etc. For example this: Though about 90% of the time spent here was not spent modeling it but rather comparing the reference…
Only standard distance fog is supported, no height or fog volumes. If I understand it right you got a city on a mountain surrounded by clouds in the valleys surrounding it? I would do this by using a heavily subdivided plane that makes up the top of this layer of clouds. I would then add a tiling slightly translucent cloud…