good that you have color, now you need some AO and fake depth so everything doesn't look so flat. Basically the bump is good, but still looks flat between bricks, so you need to paint in some darker tone to make things POP!
muuuuuuuuuuuuchhhhh better. cool. i can't imagine that you'd have the poly budget to do ambient occlusion. if you did, you could use some flat polies with a flat black texture, that has an alpha gradient on it. that way you could slap it here and there and get some gradients...
Nice concept. Crit on the arm. The Thumb is too flat and in line with the fingers. It should have about a 45 degree twist from the fingers when the hand is lying flat. This has resulted in the thumb bending at an odd angle when you have posed the hand.
Thanks man, as far as the flats, I don't have them on me now, since the barrel I uploaded it to photobucket from my laptop and I am posting this on another computer, but when I get back home I will get you the flats.
Great job, Brad. The glass is a bit dark. Also, would like to see some high spec values here and there, you know scratches and shit. Otherwise, love it. Can we see flats? Bee Tea Dubs, can we see flats?
Hi. This is a method I came up with and originally shared on chamferzone, but since I can't see any evidence on someone using it before me I feel I'd share it to a wider audience. The concept is that when you're creating a highpoly to be baked later onto your lowpoly, if you use floaters they'll often get distortion…
Hi guys, I got to the vertex paint stage in my level and I am confused how to go about this issue. I am trying to create fake height difference between my top layer (wallpaper) and bottom layer (plaster). I am still learning unreal so figuring this out seems like black magic. This is what I got so far, (the mask for the…
I think you need to take a closer look at the shape of the head. The top of the head is really flat. Check out some pictures of human skulls and bald men - the top of the head is never flat like that. It almost looks like you ended the top of the end at the hairline in the reference picture.
Got a million more things to do, but it's still going strong! Still flat textures, flat materials, no light meshes/props, auto UV's, and blocked-out props Trying to nail the structural elements of the room/deck before I move on to prop and material work.
Originally I don't wanted for the transparent version. But... I realized that if there is any detail in the normals of the underlaying surface (some noise or anything), then the masked alpha blend will block it from being visible. So then it works only on completely flat surfaces (flat normal under the decal).