I have a total soft spot for D3 Art work, and I love the chosen piece. I have to agree with everything Cremuss said, but by no means would restarting this piece or even just re-sculpting be a bad thing, your first time will never yield your best result as I've learned. The one thing that I am always super nit picky about…
@MM: yeah, but ive been learning for 2 years which is long time. @JadeEyePanda: oops. Sorry, i worded that wrong. Its supposed to be for a pre-rendered cinematic. thanks for correcting me. @slipgatecentral: theres nothing down there. starting to work on the textures for the gun... do the materials look ok?. Heres how i do…
During prototyping we establish a basic visual style through the production of lots of, well, prototype assets and shaders exploring and demonstrating the ideas for the visual style. As the visual style starts to emerge we begin to focus in on it and at some point it gets soft-locked. Then, later when we enter…
Thanks Dave,I have tried everything...The light is still showing up there. Then I saw this vid on youtube: [ame=" https://www.youtube.com/watch?v=fRObjsxrJzs"]Interior scanline render1 by Kyo3D 2010 - YouTube[/ame] So I imported the models into a new scene and then started playing around with the scanline renderer using…
I think it's really the difference between per-pixel VS. per-vertex lighting. The normal map is there to compensate for the lack of vertex resolution in a typical low poly model. This is really visible in the lack of gradients in a typical 2D generated map. The gradients help compensate for the lack of verts that would be…
There are quite a number of ways you can approach color variations, with varying degrees of control and results, but a combination of masks and shader math (eg. gsokol's bike, or have a look at Jesse Sosa's Mutant League entry) will generally be the way to go. Once you've got the masks settled, you can go about the actual…
The zdepth is 1 value, and 1 value only. Any kind of concept that UE3 throws at you as the end user saying it's different things isn't technically correct under the hood. You can get the depth with either per-vertex or per-pixel precision (like basically everything). You're right kodde, it's just a distance relative to the…
Ok, I understand that they need to make a profit, just like the next business. The main thing I am writing about in my report, is how gaming companies can eliminate this problem without using GameStop or any other retail store. So far it looks like online shipping and pre orders are the way to go. Does anyone else agree? I…
I really am quite disappointed that I didn't get more done today. I started the day retouching the textures on the Newspaper Dispensers as I wasn't happy with a couple of the aspects of them. Then I went on to modeling, unwrapping, and texturing this lamp to use around the building. As well as a "lit" version of the…
One very important thing that tutorials like this never really seem to cover(well, yours and the q4 ones atleast) is that you can very easily get nice smooth transitions with your floating geometry, theres really no reason to have super hard edges like that if you dont want to. Having a slightly little softened edge imo…