The site does not get to the point, right away. In my opinion, you need to explain exactly what is being proposed, and do it "above the fold" which is immediately on the first homepage view, before someone has to scroll down.TheAllusionist said:
I really don't understand why a lot of comments are on my writing, but it appears to be the price for being long winded.
The problem is not the style of the images, the problem for me is the fact that all of the images on your homepage look like they are 100% AI generated. They have all the hallmarks of AI-gen content, and browsing your site there are a ton of these generated images.TheAllusionist said:
Thanks for your input and follow up, the color scheme of warms with diffuse glows for hero header and footer images is a personal choice of pursuing warm earthy tones, might not be everyone's cup of tea so I will take it under advisement. I think this groups comments definitely point to replacing the three medium images in a horizontal row on the front page. The gallery was an effort to show a sample of images at different stages labled appropriately to show the concept.
The car image has your Stage 3 CAHDD watermark, but it's not a trustworthy assessment since the whole image looks like it came straight out of the generator. What human input was used here, other than prompts?TheAllusionist said:
The Porsche 944 Turbo (951) has 968 wheels (not hubcaps) on it, a popular upgrade for many late offset 944s, I myself have early offset and prefer "Phone Dials", but in the Porsche world those wheels would be recognized for what they are and not questioned. The last two sentences may come across as defensive or worse, but that is not what is intended, I just wanted to point out some conclusions being made aren't true.





Eric Chadwick
I want to share the Photoshop extensions I released recently.
I realized while working on Overwatch that ever since Quixel Suite died off, there hasn’t been a good way to paint normals or generate normal/AO/cavity maps inside of Photoshop. Blizzard had their own tools for doing so but there hasn’t been a publicly available alternative to nDo or CrazyBump for years now. Adobe retired the Photoshop 3D tools in CC ’22, and for their part seem happy to let users pay the extra $25/mo for Substance suite.
Still, Substance Designer can’t match Photoshop for speed and directness when making normal maps for trimsheets or simple props. I’d hate for the current generation of artists to miss out on the old ways of making game maps, so I wrote a pair of extensions to close the gap. PixelB Game Maps is for generating AO/cavity/normals and PixelB Normal Tools is for painting normal maps.
Both are available on Gumroad:
PixelB Game Maps: https://7134563338877.gumroad.com/l/xjdsaw
features: https://www.pixelbutterfly.com/tools/pixelb_game_maps
PixelB Normal Tools: https://7134563338877.gumroad.com/l/chfail
features: https://www.pixelbutterfly.com/tools/pixelb_normal_tools





Here’s a timelapse showing how you can use the panels to make a trimsheet:
https://www.youtube.com/watch?v=FFwNlSHJQQA
And here’s a longer tutorial on how to use both extensions to make a simple chair prop:
pixelb



Eric Chadwick

zetheros
















