hey guys, here are the final for these two. I started to add more items but I felt like it was getting to out of control with to much detail. I'll be busy for the next couple of days but hopefully i could get an establishing shot started on Friday to tie these two together. If not ill turn these two in on Saturday on the…
@JorgeBarros What a damn beautiful environment ! really close to the films, it's just delightful for a star wars fan ;) Despite I just love what you've done, I think there could be some adjustments about colors of the panels on the ground, about the clear parts which seems too bright/yellowish compared to the film ones.…
Maybe not the answer you're looking for, but depthy is open source and looks like you can run it locally. The "easy" way would involve two renders of a 3d scene: beauty and depth. From hand-painted images, I'd suggest keeping a lot of masks as you work. Start with flat fills to represent depth layers and paint in…
2800 seems very high for an RTS, especially if the top-down view in the upper-right is representative of the expected viewing distance in your game. As I've said before, it's generally a good idea to look at the wireframe version rendered in-game to determine if the mesh is too dense. You can always cheat and use a second…
Hello! It's really great, it looks like it took forever :O! however there are too many things happening in the piece in terms of focus, I assume you are trying to tell a story about the two people in the art? If so I suggest pushing more of that value so that it gives more emphasis on the light coming since nothing is…
That last image is wonderful to look at - you're really getting the photo-realism down! The only part that tells the eye that what it is looking at isn't real is the edge of the lake (as I'm sure you know). By going into the Water material, you can plug the entire Emissive set-up into the 'A' channel of a LERP (Hold 'L'…
I don't know of any tutorials off-hand which cover that specifically, but many modeling tutorials cover that as part of the process. The method you seem to be describing is extremely strange, as well. A more conventional method would be to assign seams to the model in various places, then just do multiple pelt unwraps. For…
Sandro: Thanks for the tips! and your right games are looking a lot more similar to pre-renders anyway. Would of been tough to have done this a few years ago :P. Just running some tests with lighting at the moment to see if I can create a blocky, low quality effect. Stradigos: Sounds like some cool tricks, but I don't…
@RyanB Sorry for the long delay to reply to your post, but I wanted to say thank you for demystifying that for me a little more. I apparently got fooled in the areas I was playing because of some nice shader tricks. Looking at it more, you absolutely have a point -- they are just intersections in the ground. Two questions…
Thanks for the feedback, Jackablade! :] I got that feeling too about the lamp. For what it's worth, I took the lamp straight from the diner I'm referencing. Maybe it's just not a traditional enough shape? I added more AO to the scene, the wall in particular and tried toning down some of the spec and gloss. As for the…