Come back to Toronto Jacque :P Hopefully it all works out in the end, but that is pretty big news... does this make Toronto a more attractive move for future studios to open shop? Still costs an arm and a leg just to get things going here though...
I switched the engine to SSE2 and was able to track the distortion down to an overdriven warp node (value 17.5). Is there an alternative method to the warp node that will result in less distortion? Also, for future reference which engine should I use when building substances for Unreal engine?
I don't know if that can work with your existing objects, since I haven't tried it myself, but maybe for future projects this tool could come in handy ? http://www.scriptspot.com/3ds-max/scripts/stone-placement-tools Sry, if you already know about it :)
Just for fun for some years now, unfortunately not as a job, might change that in the future. I'm happy with my current work, it feeds me, but doesn't leave much free time for 3D and other hobbies, though probably working on games would be much more fun.
Go away, what you're doing is illegal and a bit immoral. edit: no wait, actually, stay. Learn to be a better modeler. Learn from all of the creative people here. And then in the future you can make your own original stuff, with a clean conscience and without such a backlash.
Hey, penOr. The lack of arcing movements was actually not wholly intended, but more a result of my impatience to be finished. But eventhough I was somewhat aware of it, it is good of you to point it out to me. Having others commenting on such will make me focus more on fixing that in the future. Thanks for the feedback. :)
Here is some quick progress on some of Ronya's (I'm naming her that now) accessories. Low Poly High Poly Quick material render of her fox pendant. I might give it gem eyes or something in the future. I haven't quite decided yet.
Thank you for your reply, I checked my normals and i think they look fine. The gradient comes from Marmorset and my light setup, it is very unflattering now that i think about it. I will test to bring it into unreal in the future to check if it looks good.
@artstream Thank you, you're spot on about the neck length. I made Elesh's neck too short also (I had to stretch it when I rigged it) so it's something I need to watch out for in future. I'll have a play with the shoulders too.
Because of the money of course, I cannot blame anyone doing that. Of course for the passionate developer it will be not so easy to separate/handover there "baby". Think of it on a long term, if they can sell their business for a good amount of money, it enables them to create new things in the future much easier.