Can definitely be done and maybe I can make it available for free although my current goals don't include that. But I would love to spend some time later to do that. Thanks for writing and showing interest ^^
Finished my second bust sculpt, including my first time retopping and texturing. There are things about it that I can definitely do better with practice, retopping especially, but overall I'm happy with how it turned out.
Thanks for catching my mistake Joltya. Updated flats to include metalness. I honestly have no idea how to remove that anti-aliasing. I have tried adjusting the High poly and rebaking over a dozen times.
There's a recent video course (more of a artist-at-work kind of type) on this technique called Advanced Tiling Techniques for Environmental Design By Alex Senechal. He uses 3ds Max and it has an ue4 scene with the complete asset included.
@hmm_rock - I usually do include an image, silly me. I've just added it :) Thanks for the compliments and yeah you're totally right that its bit dark! Yeah i'll look into fog too. Thanks again!
My cage script has been updated and included into the Vertex Normal Toolkit. It can't do a per-vertex distance, only direction. But we're hoping that next major version (801) has proper cage baking and such.
Ok texture update, not entirely happy with the wood texture on the wall cladding, so if anyone could crit that in particular that'd be awesome! I've included a shot of the game this was inspired by in case you're wondering why the roof is blue.
They also demonstrated working with Autodesk. " Included in the presentation was a new product from Autodesk, called SketchBook Ink." Sounds like they are really promoting 'creating' with it. It should have sensitivity if they expect people to use apps like Sketchbook.
I've found a solution: to upload a Modo's soft body into Sketchfab you should export Alembic file after cache simulation. SketchFab can read Alembic file (including point cache animation) The result: model
Just a quick comment for now. If you're showing off a lot of UDK shader work and such, it might be a good idea to include (part of) a nodegraph on the titlepage thumbnail. Right now it looks like 4 weird green blocks.