what a pretentious cringe worthy video! if more real professionals who care more about the craft(rather than the craftsman's personality) acted like him and followed a corporate mediocrity guideline then there would be no companies like Apple of Microsoft and people like Steve Jobs would never work with people like Steve…
o.O umm 65 light brightness is the problem my friend, its too bright. Also remove textures on your landscape and you will see whiteout on it too. Reason is you have no texture on your meshes but on Landscape only, the way UDK lightmass works is by absorbing light into textures etc (color bleed) Sry if you dont understand…
My answer to that would be........in 3D. :) Or if you're limited to Max you could texture in Photoshop as normal and paint out the seams in Max's(hopelessly neglected) Viewport Canvas. Or you could use the Render to Surface tools to create a seamless, blended base texture, and go from there. I believe 3DMotive.com have an…
Alright, alright, alright...! I corrected some anatomy issues thanks to the community feedback and went on to do some finer detailing. Regarding that I still have to do some stuff (like the frown wrinkles which I did just now). Hope I didnt go overboard with the expression as I want to do facial rigging with normal…
This is lit with just a simple point light. I am hoping to get a bit of feedback regarding the overall color and readability as I think it might be blending together a bit too much. Anyone have any thoughts on the matter? Going to be working on finalizing my maps and further testing using the Chivalry SDK so please feel…
Always bothered me about stealthy guys wearing pure black :) black clothes create harsh outlines in moonlight and firelight and against darker areas. Nothing is pure black at night in even a dark room, various tones of dark grey allow you to blend much better into the background surfaces.…
This is a highly specific scene too, I'd just take one of the channels of your base color textures, multiply it down a bit, and add a tiny amount of emissive to each paper. That way you can have the white areas a tiny bit emissive while the dark (inked) areas aren't. I'm talking a tiny amount of emissive in total, just to…
Yeah you can get all sorts of looks with World Machine not necessarily realistic. I't pretty versatile but in my experience geared a little toward realism! Another thing that I did in my recent scene was make grass with wind in Speed Tree and then blend the wind from Speed Tree with the SimpleGrassWind node. I'm not sure…
I'm not sure about the size of your rocket laucnher in this. Looks like a tiny version of an actual one. I think individually the assets work, but somehow when all put together it doesnt blend nicely. It's lacking proper composition I guess and attention to detail between the different objects like your ground and wall,…
Hmm! I'll try these things out. Alternatively, I am starting to think of using a static mesh as my terrain and just using the blend painting tools. If I were to do that... 1 - How would I go about getting grass to show up on that mesh? Would I have to manually place all my grass? 2 - Can I export UDK terrain to an OBJ?