Aaaaand, this is why I love working with Tim :) Overpainting the 3D Blockout After he sent me the 3D art he did, I tried to nail down the design, using his blockout as a ref. Working like this allow me to check if the character will make sense once it is translated to 3D, so it's super helpful to work in 2D and 3D…
totally missed this one.. you have some problems finding a good flesh texture / shader setup but the models are fantastic! two things about the girl (even though they are bit too late.. but anyway) the metal rings around her arms are in a bad position (imagine how she would bend her arms.. they need to be a bit more…
I mean something like this: http://eyeonmanual.com/wp-content/uploads/2011/10/F6-example_horizontalcross1.png I wanted to render the whole scene in 360º, but export it in that cubemap format. But i'm looking just for a solution that allows me to create a cubemap, but knowing which tools artists use to create cubemaps, sky…
yeah. ive made it a habbit to ALWAYS get rid of the blue checker, as it does bounce light onto your objects. one thing ive noticed with a recent scene is that any emissive light will show a seam between modular meshes. by emissive light i mean meshes or materials that use their emissive to create static lighting.. which…
For reference, here's all the sources I was pulling for research and inspiration http://www.decopix.com/LR_Cars_Gallery-Final/index.html http://twistedsifter.sifter.netdna-cdn.com/wp-content/uploads/2010/07/1938-delahaye_135-ms-torpedo-roadster-1938.jpg http://silodrome.com/wp-content/uploads/2011/03/smoothness1.jpg…
Aaaaand I'm back with an update! Been working on really getting a nice jagged/rocky look to the platform and I think I'm pretty much done with it and need to move on. I tried to stay as close to the concept art as possible. There's some bits that I could probably still push around and get the *exact* shape of the drawing…