Hey, great scene man! I missed this during my slovenly PC hiatus. Dunno how much work you've done since the 4/8 posting but I did a quick paintover, hope you don't mind: Basically I'd recommend pushing the torches in the "playable area" so to speak into a more neutral coloration, that way you can help the visuals separate…
Hey all! Is anyone planning to take part in Pwnisher’s new DRÆM SEQUENCE challenge? It kicks off Saturday 31st Jan at 5pm (2026). I’m probably being a bit delusional, but I think I’ll give it a go even though I have zero time. And I will try my best to get my students to take part. :) Here is the challenge page…
Hey everyone! Its been a while since I've done any 2d work so I've decided to do a personal project and turn one of my favorite dc characters into a medieval badass. The end goal is to eventually build and cosplay this concept, but I have a lot to learn before then. The rendering is still very WIP but I feel like I've…
I'm trying to ditch HTML tables in favor of formating blocks entirely with CSS, but am having some problems. I'd like a column of images, each having some explanatory text on the right. <font class="small">Code:</font><hr /><pre> float: left; clear: left; for the IMGs, it seems to kill the indents of the numbered lists.…
Practice practice practice. Books and tutorials are helpful but only get you so far, and has been debated here and elsewhere that they hinder you more than help you. I am currently a student learning game art and I constantly feel like I need to improve and come to these forums when I can to get input. I find that the more…
Looking good but not quite low enough for the DS. You're more in the Half Life Quake2 realm right now, kind of on track for the PSP. Remember the DS is more of a 2D flatform and is thankful when it gets to push a few polys but its hard work for the lil unit. Lowering the poly count: - Rumbles red shin detail, could be done…
Hey Choppz, this is looking good so far! Something I see with a lot of abandoned environments is trash/debris in the corners to push an aged look (if that's what you're going for) A slight volumetric fog will help push a dusty feel for this, and that will help bring out the window light. If your walls have wallpaper…
Two things that should give you a lot of bang for your buck are to work on the walk, and to push the pose where the big thing leans forward menacingly. The walk right now feel like stop-go-stop-go. Make sure it's moving forward continuously. And for the pose where it leans forward, that once of the most important moments…
Hello Polycount. My name is Jon, and I've been getting into game development for the past two years or so. That's given me a decent base of development experience, but I've been working recently on upping my art game so that I can push something that I don't hate through to production. I use MODO, Quixel, and 3d coat as my…
If you want to push to "current gen" you need to step up the realism a lot, especially in textures and materials. There are also a lot of baking errors (Hub creature), UV stretches (top of door on Nostromo) and uneven geometry density. You should invest more time in a polish pass and making sure the bakes turn perfect.…