@iammalte I've started using a lot of floating geo with height/displacement for smaller details, instead of modeling or sculpting them in to the HP. Essentially your workflow is similar, since you're also using height information on an evenly spaced high poly grid topo. Except I usually tend to get this kind of information…
hey man! I feel like your red stripes are a tad bit too evenly grunged up, and feel in a way like they are floating. Maybe some scratches within the paint and if you can pull it off, primer! Here's a decent example http://mayang.com/textures/Metal/images/Flat%20Metal%20Textures/metal_scratches_and_impacts_4131545.JPG And…
Thanks Jess! You're absolutely right about the rim lights. My reasoning was that they were blue because the clouds were blue, but, as you point out, the clouds are lit by the moon therefore all three should be the same color. I'll see about adding edge loops to the trees. Props for the floating islands! That's a good idea.…
Thanks for the cool replies, I was trying to use Xnormal to bake floating geo before and though it usually gives good results my bake is appearing pretty skewed. I'm guessing though that its because the surface I'm trying to bake onto isn't 100% flat, its slightly curved...pretty sure the UV's are straightened out fine…
some proper lighting should help ground everything, right now it looks like the props are floating. also the proportions on everything seem really squat and stumpy. some properly defined spec on the fridge will help sell the materials better, right now its hard to read and looks a bit flat. I would reevaluate the…
Below is a clean and simple 128x128 map imported into UDK with default normal map texture settings. Artifacts appear only on slopes, the two flat patches are untouched by compression. Conclusion? Your detail mesh and render mesh aren't parallel to each other. Most likely your detail mesh contains bevels but no solid…
This is a scene that I am working on for my portfolio. The shot is from the Unreal Editor. Any comments are greatly appreciated. I will post the texture flats and wire frame later. I wanted to get this up so I could adjust the lighting or any other major flaws before posting the final stuff:) I have some animated textures…
I want to look at one beauty shot and then at wireframes, high res and maybe texture flats - preferably with them all loading at the same time. Not wait for every image in someone's gallery to load, one at a time, resized in some floating window that they've customised the buttons on to be non-standard... It feels like…
I'm assuming you haven't finished texturing it, right? The proportions look fine. The clothing on the boy seems ok, but the flap that covers up the butt/crotch is really flat. You take out the horizontal line if you aren't going to bend it, and you can probably take out 2 of the 5 vertical lines in that cloth if you want…
I think you are misunderstanding what the blue channel does in a tangent space normal map. Red and Green indicate changes in light direction which will give the impression of the surface going up or down. If you invert these two channels details will also appear to invert from going inward to outward and from outward to…