A couple more characters. I think I figured out a few little tricks to make this style look a bit better. The furthest right character, the Nubian, was created a couple days ago. Then I did the two satyr characters, and I think they do look a bit more refined. There is a few subtle changes: 1. I added thin borders of color…
yeah i really dont like the spec mapping on this at all. i'll add that lume map and see if it does need it. thanks tho. we'll its TOO drab, squint your eyes and the colors seem to blend together way too much. imma change it soon yes yes different hues of blues, and such, thanks! oh man i totally forgot, but that easily…
I don't know about lots of noise, image quality so far exceeds that what I've gotten out of the 5D, and that's quite a great camera in regards to low noise as well. I never do luminance noise reduction, I'd rather have it in there with all the details, than crank up a noise reduction slider and lose some fine stuff. Plus I…
The bricks do look a little flat. Create a separate height map that has just the blocks and crevices; no details like noise, chips, etc. Then make the normal map from that, and give it much higher intensity, like ~30. By entering the amount manually, you can exceed the normal cap. Then create your normal that has all the…
Since people seem to be taking an interest in the finer points of my designs, I thought some may enjoy this little insight into the Skyserpent's patterns/shapes. Having a back-story makes the design process so much more fun. The image of the great Skyserpent of legend is integrated into the weapon. Along with his great…
nice work so far, on your concept theres one unit thats been pulled out of the wall a bit that would help get rid of symettry. The s shape in the panel on the lower wall on the left might help too. The other thing that needs work is the lighting, are you going to match the lighting in the concept? yellowish focused on the…
Cool, glad to see you taking Sprite Lamp to the next level. We talked about it here awhile back http://www.polycount.com/forum/showthread.php?t=128014 The Specularity map doesn't really work quite right. Metal should be shinier than cloth for example. Not sure how you could automate this to get a faithful result, but maybe…
I wonder if you could do something similar to how old 80's/90's games did running water. namely pallette rotation with gradients. It could be time consuming but you would be able to define specific paths for trickles of water using luminance values. If you could create a 1-255 cycle or maybe a cosin wave linked to scene…
Yeah I definitely want to have lights under the water, not sure how to achieve this, maybe luminance materials on some long rectangles? Ive made a brick wall with 2 variations and reworked the tiles a bit but I think I will ultimately need some new tiles for the floor. I want to have a kind of watery/damp feeling to some…
I am using a metalness workflow. Sorry for not disclosing that to begin with. I also based my luminance off of some of the metal textures that come with the basic content in Unreal to make sure I was as in line as much as possible with Unreals PBR system while still getting some different detail effects. Also this is a…