Well Markovnikov, you have convinced me to continue the WD idea and i thank you for that. here are some WIPs... lighting is terrible but it should give an idea of my intentions... Also, i tested the gold shader in Dota 2 using the gold that is on Nyx's armor. i managed to get these values out: COLOR: gold diffuse color…
It all depends really to me: how is the asset used? How does the player interact with it? How far away from the player is it? Does it animate? I see no problem with either technique, there are pros and cons to both. Personally I prefer to model my some stuff with method A, and other stuff with method b, but really it all…
In response to MoP's earlier question, Blitz do an inhouse art-test, though I'm not sure if that is always the case. When I did it they put me up in a B&B for a couple of nights and I did my art test there over two working days, so they could see what I was like and I could see what the place was like. I actually liked…
I am an experienced Unreal Engine developer and am looking for a art partner to collab on a game kit with working assets. You would make the models and PBRs and I program mechanics for them so they work and can be used game-ready. Also I would add further effects and adjustable parameters if required. Examples for such…
Great work on production and stylization. I really appreciate the craftmanship. My biggest issue with the render is the lighting. Specifically the value focal points is falling off the page. It's ok to have the breasts be the focal point but then you need to frame to that focal point. And it's impossible to give the image…
I also find a way to create "low poly round corners", I think this can help in cases where you can't use normal maps (e.g. at tileable-texture objects): 1. Simple Corner 2. Apply Champfer Modifier 3. Add aditional Line via the "swift loop" while holding Shift. This will add a new edge exactly in the middle between the two…
I started out as freelance and had the good fortune of being taken under the wing of a great mentor. She showed me the ropes and critted me mercilessly. It was tough, and frustrating but in the end made me faster and better than I could have ever been flying solo. Now im working studio side b/c i got tired of chasing money…
I paint welds, with a custom weld brush. - Reset the back/foreground color to B/W - Create a new layer, set it to overlay - Take a hard brush - Turn on color dynamics Set the back/foreground jitter to 20% Sat jitter to 10% Brightness Jitter 25% - Turn on Scattering Set both Axes to 50% - Turn on Noise Sometimes (and of…
[ QUOTE ] TAIPEI, Taiwan -- Hundreds of thousands of Taiwanese have marched on their capital to protest Beijing's new law sanctioning the use of force if Taipei moves toward formal independence. [/ QUOTE ] http://www.cnn.com/2005/WORLD/asiapcf/03/26/taiwan.march/index.html So if relations got bad enough between the two to…
Hello. I was wondering which piece has the correct topology flow. When building environments i usually run into this issue A: Has little bit more tris that are wasted from a silouette standpoint. Has better envenly space vertex which will give it better vertex lighting then B. However I don't think it would matter if it…