So here´s a quick update for my latest version. I did some changes on the Character for her hair and started refining some parts. The daggers are also changed and I brought in an opponent for the final composition. Lot of things still very rough.. Especially the attacking style of this flying dagger is very rough :D If you…
I really like those roof sections. I was wondering how you have those mapped out. Like is the main roof part on it's own tiling texture, and the ends on a larger trim sheet, or do you have a section of the roof tiles that tile horizontally and the ends below... or some other way? I'm planning out a pagoda type scene, and…
Most probably that's the case. It could also just be that depth test in rendering is disabled which is a common trick in 2D games & things are just rendered in order like layers in Photoshop. In fact on the right most part of your first picture there seems to be a seam giving away another clue, not only is a strip being…
Next up are the cracks! I took apart the references and analyzed the different appearances of cracks. I decided to modularize the details into 4 variants for the brick cracks and one for grout cracks. I can probably reuse most of the graph, but I will create different masks, varieties through level node and also…
https://drive.google.com/drive/folders/1F0EGB9Z367O5nxtOnR1PhrkZmJSuDcGd?usp=drive_link Please see the link above. I'm a video producer for a marketing company. There is a contractor 3D CAD guy who did renderings of these scenes years back for a client and the client asked for an update of a small part on the front-most…
I've wrote a 5-part article about making such an environments. It's called "Making of Catacombs". Here's part 1 - http://hellraid.com/blog,,building-the-catacombs-part-i.html Also, some env screens:
It feels a bit like people is complaining about watching a tree in a forest, instead of stand alone in a garden, because all the other trees makes it's blend in and not being unique, even though it might be a really great tree. And that might be the case for people who browsing, but I think that people like recruiters like…
Using Blizzard-style art as inspiration is good, but using them as primary references without understanding the core concepts behind arms and armour is bad; you'll be copying and incorporating their lack of understanding into your own work without realizing it. In the early 2000's basically nobody knew how armour worked…
Thanks. The front part of the saw has to be a separate high poly mesh because of the high amount of detail on that grill part. After extruding and cutting the front part I optimized it back down to med poly.
it looks totally bizarre. Like part bird, part tree, part rock. Its hard to tell what's going on in the mouth area, but its really interesting and I'd like to see how it turns out.