Thank you for your answers @Fabi_G and @rexo12. This reply comes a bit late but I have had a flue so I had to step away from the computer for some days 😅 Before that I had some time to update some aspects of the project based on @rexo12 feedback. I followed the tutorial you shared regarding how to blend megascans and now I…
Argh, so much awesome. Working some more on this... There are a couple bake issues and ignore the lack of a mirrored elbow piece, only noticed that now. Next step, make a thread and stop spamming WAYWO.
Holy shit i really need to step back and stop tweaking now... Waiting on Alex to finish rigging so i can get him posed for final renders, and then running around in UE4.
The following advice isn't specific to Unreal, it's just how we do it in games in general. For context, I'm a Senior Technical Animator at EA, and have previously worked for Ubisoft Montreal and Activision, so I have some experience with this. Walk Cycles: It depends on the engine / animation system, but for most games you…
I have dabbled in 3d and 2d and seem to get side-tracked, or life throws me off whether its a ridiculous job or whatever. I am finally in a situation where I have more time to create art and can still make ends meet. My question involves me wondering what to do to actually get some experience going. I realize concept art…
Hi, I'm HydraHeight, Lately I have pondering on what I should do for a half life 2 mod... either make a sidestory of the black mesa mod in eli vance or kleiner's point of view or make a Half life 2 continuation of half life decay which I have decided upon... Since then I set a goal to release it by holiday 2016, holiday…
Official Polycount Thread Quality Detection Method® Step 1: Does the thread have more than two or three pages? If yes, go to Step 2. Step 2: Is the thread locked? If no, go to Step 3. Step 3: Win!
had a go at creating mapping gaussian blur.... obviously gets progressively slow as the window size increases :/ and it goes up in steps on regular geometry which is to be expected :/
The way he did it was, Step 1: Make low poly Low Poly Step 2: Import to zBrush Step 3: Sculpt details, (while retaining the overall shape) Step 4: Then bake maps using the low poly from step 1.