the major problem with the night shot is that there is no integration between skybox and the scene itself in term fo lighting. Your skybox is quite dark and has bright moon which suggests strong contrasted lighting consisiting of dark lue skylight and white-ish directional light. Right now it looks like the scene belong to…
create a box,- and thats how you can start seriously: - try to find more reference pictures, maybe blueprints resources are everything. - check out cgtextures.com if you dont know it already,- looks through some of the textures you could use - find similar buildings with more details like single objects,- single parts that…
It won't quite print that easily with iframes. It will print, but its going to be all chopped up, and not-aligned as how it appears on screen. As for validation, I'd download a Text Only Browser and see how it displays in there for printing purposes, either that or make a seperate file for printing. Like a 'Printable…
I would think that with art assets taking as long as they take to make that there would be a strong need for modular design and level assets that can work in multiple ways or with multiple texture sets. With each art asset taking a valuable amount of time to come to fruition, it would be paramount to design assets that can…
Thanks Pat for the feedback. I have removed the panels and add them in via photoshop. Thanks again Garage for the reference and feedback. It sounds like you know a TON about this subject material and I am very thankful for the advice you have posted. I think the major problem is that in my limited knowledge of the subject…
A few more things - the shape of the eye and the eye texture. The pupil should be slightly smaller, he looks a tad surprised at the moment. Also the eye socket needs adjusting - the shape is slightly out and almost looks like the eyes are the wrong way rund - the outside of the socket should be the inside and vice versa.…
Hey clee this is so awesome, i really admire your worthy effort of doing the entire pipeline of the character and finally making it playable and functional in the game.I know how hard the entire procedure would have been,going back and forth in a lot of places.This is what i really like other than being a good 3d…
Thanks N88tr. I have drawn a lot of inspiration from valve. I like their method of developing high poly assets without over the top texture detail, seems to make sense on many levels. The assets may not look amazing in close ups but as for "getting it done" and having a scene that can actually be played on a realistic…
The first thing I notice is the poly flow. Look at some of the other heads on this forum that have a smoother polygon layout. It's hard to criticize deeply because it doesn't look like there's much time involved in making it. Even for a noob. Look at pictures of better heads, and listen/read how they did it. There's…
I cant answer that, but on the topic of physx I have another question. Because if you want to work with Physx you might not be able to do so at all as I had file extension problems. Basically some time ago a year or two I dont know, but the file extensions used to be .apx for physic cloth, now I cant get that working as it…