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    Originally posted by Frequia View Post
    Nice details. Did you sculpt it yourself from scratch?
    i only used female base for this , everything other is made by scratch ( pants , boots , hair , gloves... )
    My Facebook: Terror Entertainment

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      @KingBadger3D
      Holy smoke! That's some pretty detailed terrain! That amount of detail can be great for fpp. Definitely would love to know how you achieved that!
      Last edited by dzodzu; 03-12-2015, 08:00 PM.

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        Built this for a 24-hour animation contest at our school. We we're very tired by the end.
        ue4 rendering

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          This is my first work that is not for study, is a strategy turnbase game based on the Babylon 5 TV series.
          The idea is to make a space battle game during the events of the Minbari war, from the first contact until the Battle line.





          isn't much but...

          I would like feedback

          Diogo F. L.
          Attached Files

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            http://youtu.be/k0UmYCbYwTQ

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              A little update on the helmet
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              System
              ASUS ROG Maximus IX Forumla - ASUS ROG GeForce GTX 1080 8GB - G.Skill RGB 16GB, Samsung M2 500GB

              ArtStation
              Artwork thread

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                Because I barely ever share anything.

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                  Click image for larger version

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                  System
                  ASUS ROG Maximus IX Forumla - ASUS ROG GeForce GTX 1080 8GB - G.Skill RGB 16GB, Samsung M2 500GB

                  ArtStation
                  Artwork thread

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                      A little update



                      More https://forums.unrealengine.com/show...ic-reflections
                      MizuGames.com | [FREE] My Hair material | My Twitter

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                        Submerge

                        @Diogo F. L. -> This Babylon 5 Project is awesome. Hopefully you will finish the work! Good Luck!

                        We are currently developing Submerge. It is a fast paced, tactical survival game with main focus on thrilling matches. In a dangerous underwater world you control a squad of hero-like units and hunt down other players in order to survive longer than every other player - it's hunt or being hunted!



                        It combines the players passion for Hero Units from „Dota" with the beloved tactical fighting and moving behaviors from Starcraft - but without any waiting times for matches to begin!
                        Control a squad of multiple units with unique abilities. Before joining a match you decide which units you want to bring to battle to challenge the other player's strategies. The fight takes place deep down, below the ocean's surface. In the beautiful underwater world, the wild life is not only colorful and pretty to watch, but also aggressively going after your units. Stand your ground against 15 different players at once.

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                        We aim for first gameplay tests in June/July. To get news about the upcoming tests enlist now for our newsletter or follow our social portals.


                        http://steamcommunity.com/sharedfile...s/?id=92934471
                        https://www.facebook.com/pages/Subme...0265675?ref=hl
                        https://twitter.com/submerge_game
                        http://www.indiedb.com/games/submerge


                        Very excited to hear your thoughts!

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                          Composing a scene for my project (Cockney Mutants)



                          More high res bitmap captures: http://www.fiveleggedlizard.com/Images/
                          Attached Files
                          [FREE] Procedural Bridge Blueprint, [FREE] Spline Enabled Ivy BP

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                            A work in progress of a monster in our game

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                            Last edited by OmniOwl; 03-06-2015, 03:48 PM.

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                              I have been expanding on Tom Looman's Gradient Fresnel work to incorporate more of the lighting model that inspired it.

                              Here is the Owen model with the sky specular element I've added, as well as depth of field (the latter is just using a UE4 post process volume, and is not in any way an attempt at replicating the DOF setup described in the paper).



                              I haven't yet sorted out how to get the fresnel effect and an outline effect (e.g., sobel edge detection) to talk to each other, such that I can get something partway in between as described in the presentation. (The issue being the former is on the mesh's material(s) and the latter is on the post process material). Maybe something with render custom depth...

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                                Horror/Adventure Game :Cave

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