@HarryT25 There are some great fine details you've got, particularly in the grip. I could see where the contact of the palm and fingers could slowly wear down those sections. It really helps make it feel like it was carried and used. Something I think would help moving forward is a focus on some larger stains across the…
So this may be a huge wall of text, but bear with me (and yes, some of what I suggest may have already been pointed out to death here in this thread, but I think that just means a consensus has been reached as far as the critiques go). Maybe I will try to add some humor in here every so often, just to spice things up (I…
Please discuss your tools and techniques for creating a basic game asset for console or mobile. Keep it brief and to the point: Hi Everyone. I have a pretty solid workflow of tools and techniques I use daily. But I wonder if other game studios use different approaches? I'm asking for student training reasons. I'll explain…
Well, left is layer placed with pixels precision scaled to exactly 64x2048 pix and moved around with 1 pix increments to exact value. Right is when I scaled the thing just on my eye and moved around using gizmo. So when I composite something from earlier created materials I always get this slightly blurrier result. It's…
- first of I think you must realize you can never make it exaclty as the concept and embrace that. - personaly I always pose later, you can always ad a-symmetry as the last step before posing. - again, a 2D concept is never perfect, especially not when its about symmetry and perspective, dont overthink it. usually the best…
Stunning work, meticulously Art Deco. I love it. Some of your lowpoly work seems a bit high on the old vert counts but the high poly work is impeccable. Theres a true authenticity to all the pieces. I think theres still a lot of work left to do in the level itself to simply do justice to the quality of the highpoly and…
While making the Zeus model, I also worked a bit on this lion warrior model that I worked on about a year ago. This time, I tweaked the proportions, added detail, fixed the cape, and added low polygon planes for in-game resolution hair. This model is based off of a concept by Hye-Young Choi. I don't think the artist knows…
Well it's getting there. Fiddling with Modulated Shadow Color and Cascaded Shadow Maps. Problems left to solves are. Self Shadowing still rears its ugly head at the half way mark making the weird scratchy shadows. Right now I have the Shadow Cascades at maximum, which I realize is somewhat absurd. Leaving it at default…
Thank you Eric! Massive help there. For reference I'm using images of Chinese festivals in the evening/sunset and trying to pull off that feeling. Done a bit more work on this. I've adjusted the colour so it's not quite as red. Completely re-done the surface of the water with help from a tutorial on www.hourences.com,…
Thanks for the replies: @Endfinity Jon: There is not a skylight, I have to check the sun and ambient color indeed. As for the fortress, probably I'll have to add a spotlight so I can have a fake light of the sun over the surface. The same with the blue light, I'll push it up. Thank you so much. @chrisradsby: Hello, thanks…