@JadeEyePanda I was gong to leave it as just a diffuse map but after seeing the link ScottMichaelH posted I want to try to go the PBR route. So there will be certainly more to come. @ScottMichaelH I've spent a few hours on the textures (3-5hours). I'd say I'm a bit below average. Thank you for the link it gives a good idea…
You guys probably know this stuff but sometimes developers do a 'vertical slice' of the project and really push the quality sometimes with not much optimisation, this is done for many reasons. One reason may be to impress the publisher or shareholders, another may be to just internally figure out workflows and project…
Played some more with it, I have a neat little trick i've been using at times I thought I might share. What it basically does is that it pushes the shapes to be more pronounced without having to go in and manually sculpt it all in. It's a bit messy and "Blunt" to use but I find it effective when you're in this kind of…
Perna I appreciate your brash honesty in that, however, I just wasn't sure if it was understood or not :) . Thank you for clarifying it. I'm just a guy trying to get some valuable information. Basically what I'm trying to ask is how far should I push the low poly base mesh for a sculpt so the UV's will remain intact with…
Wow guys. Thank you so much for all the support! Its been really overwhelming! Im really glad everyone likes the level! A really big thanks to Blizzard and Victor Lee for providing such epic material to work from!! Also thanks to Zbrush for making such a bad ass art tool! This weekend I will put together a comprehensive…
I am glad from the positive response the final result is getting. @roosterMAP: In UDK, I used the AmbientOcclusion and UberPostProcess nodes and left pretty much everything on default settings only to use the DoF component of it. Oh, I tweaked the AO settings because they were too jittery. After, I imported the screenshot…
Jeeezzeee Dr1ver, you are KILLING your scene with this lighting :( Not to sound too harsh but what exactly is your colour scheme you're trying to reach? I think you need to go back and first decide how your lighting will help push your scene instead of bury it in light shafts :P (which is whats happneing now) Also... your…
Hey man, You've got some decent forms details overall, but I'd suggest a few changes: Work on the overall gesture a bit more. I'd do this on subdiv level 1 or 2. The concept's pretty imposing. Your model seems a bit more slouched. Push his shoulders back, push his chest forward. Fabric needs work. The folds aren't…
i dont see much to comment on the skeleton. but i think the real issue is the model's posture. right now it looks like she is pulling her arms back which is causing the clavicle and entire shoulder area to push back a little and also making it look like her chest and ribcage is pushing forward. the spinal curve also seems…
While the diffuse is there, there's also definitely a specular (or similar) term and possibly even a normal map in places contributing to the look. You can really see both in some of the screenshots in this article:…