Hey OXGears, Good start on the art. There are some major anatomy problems with the girl as she stands. Her shoulders are really wide and her hips are way too skinny. Try hitting up some more reference on the body, her back anatomy is wrong. Her arms are too short, her legs are about the right length but not full enough,…
I still doesn't understand what is the story behind blowing up the enemy base. Is it because we destroy the base via these crystals and prevent them from doing a "thing"? -- The idea of the converging railroads come from this, Thought it like both teams are trying to finish a cart, yes. But when a team reaches certain…
So this week was a bit slow and didn't have a decent amount of quality, but it was nice to learn a few extra things and go back over my old process. This week, I may go over the Halo material and create a small scene, spend some time refining and add some flare to the material like random glyphs and so on. New Skybox…
Try and get some more depth in there. Everything seems to be a very neutral tone, push your brights and your darks that way things will stand out. Because right now the it seems very flat, since it's so low poly that's inevitable but the texture is supposed to hide the flatness and in your case it's not yet. Specifically…
I'd love to know more as well, it's an interesting topic and I'd love to understand it better. I understand the ideal of removing lighting from your textures and making your diffuse absent of as much lighting as possible, so that a good lighting system can do it's work in the most accurate way possible. What I don't…
Thank you so much for this, it's incredible! The only issue that's come up so far for me is that I can't set the background color of the material editor for my screenshots. I would prefer a mid-gray instead of black for showing off artwork on a more neutral stage. Oh, and as was mentioned the top right 'X' not closing the…
Both your buildings look good. The texturing came together nicely. They equally suffer from being too monotone, dark and have a few spots that are too polygonal. Possibly brighter lighting and a more neutral (less bright) background could help, but I'd also bump up the brightness and saturation of the textures. Saturation…
Couple of landscapes I painted because I needed card art, and because I've been trying to get back into painting with direct color lately (as opposed to using adjustment layers out the wazoo). I needed the card art because it came to my attention that all of the environments of the game were either hostile (which was most…
Exporting normal maps for opengles engine and for Unity I've ran into a problem. Here's how they look in Max. They behave as expected. And by eye the map looks perfect But in opengl and Unity the surfaces looked like they were shot at, ugly and full of holes. In this test case, you can even see some non existent parallel…
Yep, it is. Adding any reindexing related modifier will remove explicit normals. The 'great' improvement since Max ver. 6 or 8 edit and editable mesh can also store this information intact. In case you want / need export object as mesh. I'm trying to make it as neutral as possible in therms of data usage. This is why I'm…