Couple of reasons... mostly subjective. Its just an amazing piece of software for quickly pumping out show pieces. It updates automatically, so you could make changes to textures and see it reflected in the TB viewport. Also has input for substances if you use substance designer (also recommended). Finally, its supporting…
you need to populate the scene more, think about things a person would need sitting at a desk job all day there, and how they would react with things. Even just quickly blocking out things with primitive shapes will help give you more of what you'll be aiming for and what you shouldn't, because it's looking boring/lifeless…
I paint rarely, but personally I prefer going the feathering route, usually taking the lighter colour over the darker (rather than the usual other way around) with a wet second brush. I've had difficulty quickly googling any articles about the technique, so I'll see what I can do when I'm not at work.
Oh look, Amadreaus, those are his UVs, not his gloss map! You silly goose. The UVs are lookin' good, just get dat smudge on with more gloss variation. I like to exaggerate my gloss maps with a good levels crunch. It's an easy way to get interesting results quickly. Then you can get more precise from there.
Hey, thanks for posting. I think you need to spend more time in lower division levels and work out the forms. You went into detail to quickly, and your character is lacking a lot of internal volume and structure. Consider Adding some muscles that follow general muscle principles, and spend some time adding thickness to the…
Yeah true that. Personally this doesn't bother me anymore though since most games I've played are like that. I just try to play games for the story now. I just tried to explore everything and promt Elizabeth to comment on something and when there was a fight I'd just try to get it over with quickly or sometimes even…
These are kind of interesting from a film making point of view - a "b-roll" of short shots of production. [ame]www.youtube.com/watch?v=07qtFbXag9c[/ame] [ame]www.youtube.com/watch?v=-v8k9uobovA[/ame] [ame]www.youtube.com/watch?v=giDSM6-2qF4[/ame] It seems unlikely that these were officially released, so they'll probably…
Hi Zinco! This is deffinately a very good choice of scene! You've deffinately made a very good start on this. It seems from the reference that the columns and all the right wall is a bit taller than in your scene. I'd quickly double check the proportions :) Good luck with this, it'll be very interesting to see how it…
Depends. Do you want it to have thickness? You might be able to get away with a plane + normal mapped details from the zbrush sculpt. Give it a quick test and see what it looks like. If you export them with UV's with strategic seams, you should be able to apply a fabric alpha with Noisemaker to quickly add details to them.
but more seriously, you need to define and work according to a budget. you need to decide fairly early on if you need to represent each stone individually or if they are part of a much larger texture sheet. it's really a declining series of receding steps. depending on your editor of choice, there may be a automated way of…