Cheers! Yeah the image adjustments I usually only use on stuff that is not super important. Like fixing base (photo) textures and what not. I usually duplicate a layer before doing the "destructive" filters/adjustments anyway. If I know I need finer control, or want to change a bunch of layers at the same time I use the…
I don't really know alot about this, but what might work is get a picture of snow, then apply a layer mask to it (the snow in a seperate layer) and put the opacity of the snow picture layer to about 20-30%? make the layer mask all black and the snow layer's blend mode to overlay, then start painting on the layer mask (not…
poop said exactly what I wanted to say. The depth of the shadows on the head doesn't look to be the same as the remainder of the body. Also, for variation that I spoke of you can try this: In Photoshop (assuming this is what you're using) create a new layer and pick a few colours to use: harsh red, harsh blue and a harsh…
as to the original question one technique you can use in photoshop is clone the layer you want to blur blur the original layer (or not) run a high pass filter over the cloned layer and set blend mode to soft light add a layer mask to the sharpening layer fill with black and use it to paint back in the sharpness.
Hi all, I have a question about what I'm showing in my screenshot here. I have been messing with the different layers to have the Specular Map look similar to the Diffuse/Albedo Map I have here displayed. I have been trying multiple different blending modes to have the different layers appearing correctly so that it…
Hi! I recommend sharing the references you're using too, so people look at the same source as you. If this is for a game project, I recommend getting this into engine early and frequently checking there while working, using the game camera. Overall it might be worth blocking a play-space out first, then making it pretty.…
... Ok so here's how cubemaps work. You have 6 textures representing the insides of a cube. They exist as a single construct that you access in UDK via a cubemapsampler. To get a color from this cube surface, you need to project a direction into it and see what is at the end. Your viewpoint into the cube always starts at…
Hey there! Good idea posting here to get your work out there, and welcome to Polycount! :) For your reel, here's my critique: -The first scene looks nice! A little far away from the camera to really scrutinize, but it looks fluid and well-timed. -The walk cycle looks pretty good, though I find it a little awkwardly slow.…
Hi! I think it looks cool :+1: Points I think could be improved further: * I agree with Noren that materials all read very matte and some variation in reflectivity would be nice. * Boxes look too repeated in my opinion and their construction is a bit cartoony/ simple. Could create a set of variants, constructed slightly…
@KDR: Yeah I tried that, but the horrible controls, and the ofter over simplified gameplay made me quickly remember why I hate console FPS. @FoeHammer: Interesting that you mention that game, since it is the exact opposite of what I am talking about. I think it was one of the first games that really required to have at…