The lighting looks way better now, good job on it that. It really makes everything in the scene believable and the texture issues already mentioned much less noticeable. I think you said something about doing a high poly in mudbox to make the normals on the barrels. If you talking about sculpting high poly barrels, I would…
I just saw this contest at GDNET: http://www.gamedev.net/community/contest/shadeyourworld/ I'm sort of burnt out for "cool surface" shader ideas. Unfortunately I've lost 20 days already, but I think I could pump something out in just over a week. I just am not sure what to do for my shader... I can do a skin shader, or a…
Hello everybody! :) I'm new here and first of all I apologies for my english which is not perfect (I'm french). I'm working on a "realistic" character in 3ds max since few weeks. It's still WIP, but I'd like to know what you people think about it, that will help me to go further! There is something wrong on the body, maybe…
Like any software can export FBX as far as modeling and UVs go.. so I guess it comes down to the animation tools. I personaly use MAX as a modeler, ultimately comfortable in it for every task I even prefer to hard-surface in Max to anything else...
Look into edge decals and distance field material blending. Right now the meshes have pretty sharp edges and sharp (i.e. no) blending between adjacent surfaces. Maybe look into edge damage or at least chamfer some edges here and there. Also, even though poly counts (!) are not an issue anymore its still a good practice to…
Dropping another update here for this project as I've progressed more and would like feedback as it's starting to look closer to finalized. Made a few test renders after building up the foliage, tweaking some post process values to saturate the scene more and added in a simple snow falling niagara particle system. Added a…
Hey there! First of all, congratulations on 2.0 release! The additions to the Suite are truly monumental and the performance is incredible! Unfortunately, I'm still having huge trouble with the most troublesome area from 1.8, though. Specifically, getting proper curvature out of hard-edged lowpoly objects with UV seams on…
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Just bought Zbrush 4R7 a few hours ago (first personal copy, very excited), went straight into the 64-bit version and wanted to flesh out a hard surface with the newest addition towards controlled modelling. First, I played around with basic shapes and studying ZModeler's facets, storing stuff into muscle memory slowly.…
So after my Unity Sci Fi Bridge Scene I was keen to create something new in Unity. I decided on creating a street scene in Unity set at night just after a rain storm has passed. The plan is to have everything slick and shiny, steam rising from vents, trickles of water running down walls and puddles of water in the street.…