Oops thanks for pointing that out, I have amended the image, did not notice before. I think it does look a bit out of focus, this is due to using soft rgb and antialiasing while rendering, I will turn it off next time I render.
Worked out a good sized bevel to use on the edges of the walkways. This is a small but powerful addition as the bevel helps the light bend around the surface, picks up light as highlights and makes the environment feel less game-y. Don't forget to update your hard and soft edges afterwards!
Yeah, I am talking about power of two non-square ones. Why it's always an issue with them in content creation soft while we have 90% of textures 2048x1024 or 2048x512. End often not even perfectly square texel size for things like road etc
The update looks better, good job. The clothes looks pretty damn nice. The one thing that stands out to me is the chin size. It's making the face look smaller than it actually is. Scruples's paint over is spot on, I find the softness brings it more inline with the original reference.
Hi Yuo have still shading problem on blade and handle, try to fix smooth groups or hard/soft edges, depends on SW you use or fix FXB export setting when you export it to UDK. Normal map in your post number 20, is still bad.
How to make a good lead character for a game: -Must be white -Must be between 25-35 years old -Must have a tragic backstory involving dead parents -Handsome -Stubble -Rough around the edges but eventually opens his soft gooey insides to the girl he loves
mm nice and clean. The lighting is really nice and soft too. You gunna put any human element to it? It would be cool to see maybe bigger more flowing shapes on the floor and roof, not a big fan of the segmented parts. Maybe get some more depth in both as well.
The wood stock seems a bit too hard at the moment and its not reflecting the softness wooden stocks usually have on shotguns i would also soften up the edges on the rails a bit more as shown on this image: Other than that its coming up really well! Keep it up
I got the retopo and UVs done this weekend. I baked last night and now i'm moving to texturing in 3d Coat my trial has ended but i bought the soft since it was so nice and easy to use. Anyways here is what I've got so far.
Is that another channeler's trident? I know the lighting looked great when it was dynamic in the beta, but I hope that they fix it up for brighter environments like this. If it's overcast then just some baked soft AO or a post process AO would help get rid of the rubbish unlit viewport look.