Oh yeah, def going to fix that armor alignment also I see some of the armor is going into the arm. I'll fix that too.. and as far as the other part about fur, I'm guessing that will help give the shadows created by the fur a more uniform look? not sure what you mean
I'm amazed no one has commented on This. It's pretty Rad. You nailed the 70's vibe perfectly with your texture work and overall design. I do think your lighting is hurting it though. The bloom is blowing out the sign and the harsh shadows are smothering the details in the most interesting parts.
Shameless self promo, but i'll just drop this playlist here....6 (soon to be 7) part series on creating an envionment from initial concept to final in game scene. covers a lot of the topics you listed ;) https://youtu.be/fJps8QxOh4s https://youtu.be/4wziE0AYCoo https://youtu.be/xC0uL_QQWeY https://youtu.be/ieGNMntRV4E…
Ohh thank you so much. I had the same feeling in the begining. But then I just did a rough sketch of a tree behind him so this way he could use it as an impulse to jump toward us. I'm going to try the way you said and improve this composition :D specially on the front part. Thank you so much for the tips.
@RustySpannerz Welcome back - I am glad you like it :smiley: I am almost finished with the environment part - visually. Just two more hero props and I am done :blush: Anyway - here is a update for you guys. A cave inside the cave ^^ Still no post production - but it feels like I cant do a lot here :D
@Boosted24v You have a good start but like Mattias mentioned: it's less of an issue with the process itself and more of an issue with the overall shape. The edge width is also a little too tight and a little too consistent across the entire model. This is causing the injection molded parts to read less like polymer and…
Very nice work guys! Everything comes together very well! Nice sculpts and textures Josh ;) My only critics are in textures like the herring stones, wish the texture in the albedo was following a lil bit more the normal details... like weathered parts, dust or moss... I have to check the level in the game :) Thanks for…
I think he's just saying that he thinks that the alphas count as part of the 2048x1024 texture space we're supposed to use. Also 2048x1024 is a power of two! Graphics cards 100% support textures sized like that. They don't support some features for textures like 1536x512, although textures sized like that can still work.
@Winstone Great advice, thank you for pointing that out and for the paintover! I wasn't able to delete some of the polygons at the top because it was removing parts of my texture, but I deleted the polygons at the bottom. @Alemja I am glad they look better, thank you and I really appreciate all of your help throughout this…
Hey, baking the attached meshes in Painter, I can't reproduce the issue shown in the original post. The UV layout looks different, maybe you fixed the issue by now? It seems match by name works with the meshes in the version of Painter I'm using, although I would follow a naming convention (_low, _high) to prevent…