I wanted to share something I came across while looking at models and textures from Borderlands 2. There is a 3D model called WreckedVan that is used all over the game. It comes with a 2048 diffuse map and a second packed mask texture. The size might seem large for 2012 but given that it was standard practice to give…
Really liking the textures and models, but I feel like the lighting needs a little something. Right now it is all just very yellow. I think a complementary color in the lighting would be nice. Maybe a window could let in some blue skylight, or increase the falloff of the candles and bump up the influence of the wand/other…
@antonny08 for the second clip: I think the hips should rotate more, for starters, they feel stiff right now. Like when a leg is extending behind the character, when the foot is just pushing off the ground the hips should rotation around the y axis should be exaggerated more. The Arms feel stiff as well, The arms should…
the rotator node is expensive. if you want a 90 degree rotation and you insist on doing it in the material then just swap the x and y components of the UVs around.
Audio by Keosz - Super talented and generous dude, check him out if you have time! http://linktr.ee/keosz I wanted MONSTER to be a culmination of everything I've learnt up until this point, to really see what I can do if I pour the time and effort into it. I hope people enjoy it as much as I did making it. Created in UE5…
Hi! Although not related to overall level composition, the first thing that caught my eye was the shading on the statue. Is the normal map setup incorrectly (green/y-channel direction?)?
It's uninituative as hell, but you can fix this with the built-in scale master plugin. Get your head round the idea that zbrush deals in generic units, so something that's 2 units in zbrush will import differently into different apps. For example, Max and Maya use centimetres as the default unit scale, so our 2 unit zbrush…
I would cut your character, my opintion is that the amount of error the human eye is willing to accept in anatomy is much smaller than on building and props. This model just looks weird and unatural (since I'm not a character guy I can't say anything concrete about it, just my gut feeling). What I dislike most about all of…
Gradient map approach are pretty well off in many regards, but they do cost a pretty instruction count when you want to do procedurally. The MINIMUM amount of gradient cuts you should aim for in 9, since anything less you will give a more old school Quake-y graphics. Also, you'll need a good cavity/displacement/AO setup,…
A screenshot of the finished game environment. Finished as in handed in for the assignment anyway. This is a narrow pathway that connects the start zone to the rest of the 4 zones. Team mate did a really cool thing right here where the depth of field changes and darkens up once you reach the pathway, so the forest-y feel…