Looks amazing so far, but are you sure, you don't want to make this flagpole into a javelin ? Or it would be a bit too much like Motenai's set? It's just it would fit this set so well. And the metal part of it may be facing either way, I think
Thanks for the suggestion, Jeremie. Is there a way to filter results in Substance Share, to only show materials with sbs files? So far, it seems to me that I have to download each one to determine if it has an sbs file. Maybe I'm making some newbie mistake with the site.
I'm going to use some vertex painting tricks to tear it up in some spots. I just felt that the original had way to much detail to be in the diffuse, and I want the tiles to look generally smooth. But as far as the tiles themselves, not the details, how do they look? = )
Gradient would be, I believe, a more expensive way, yea. The reinhardt I did had the same fur solution, and as far as I could tell, throwing an adjsuted SSS on the fur helped it all blend softly together, and got it close to the Overwatch Mei's look.
@Ace-Angel It's actually very simple. It's the same set-up as this shot in my blog post. Except the B value texture (greyscale) on the far right is different and the constant just below this text is 0.3 The reason it looks that way is the combination of the texture and the UV's of the static meshes.
Here's one way to do it (can't be black)... http://blog.environmentartist.com/?p=724 If you want black wires, you could try this: * UV snapshot from Maya * invert it * multiply it on top of your AO * make a new material in UDK Great job on the car!
For my Lifestealer set and for the Pudge set Danidem and I are working on there's a version with blood and a version without blood. If you make something which is gory make sure there's a simple way to remove the gore without destroying the set otherwise be aware that it won't be able to be sold in China.
I agree with javaniceday. The head is very linear and if it is not done right, it draws attention away from what the face is doing. Also the length of this is far too long. Try just animating a selected bit of this. Nice rig by the way! Loving the wiring that's going on there, good stuff!
The mesh is supossed to be exported into UDK, so it has to be for low poly, but i really don't know how many polys has a car for a racing game, im very far away from the 200k polys of forza. I want to finish it with 25k polys, and then reduce it.
The rhythm of the beating at the start seems super jarring to me. It happens way too fast I think. I think it would work better if you slowed it down and made it more akin to a heart beating - in twos. Beat beat ... beat beat ... beat beat.