I think this might be concept art for Deus Ex: Human Revolution. If so, you might find some other good references from the game or other concept art. Plus you can always check other artists who have done dxhr related scenes to see how they organise modular pieces/textures.
I'm waiting for Hunters to come out. Nintendo always suprises me, I remember thinking how nuts the rumble pad for the N64 was and how utterly psycho the DS sounded. Now I'm actually excited to see where they go with the Revolution. I guess that's why Nintendo has been around for over a hundred years.
I'm not online right now, but will be in a few weeks. KaosNKorruption-Halo 2 -Counter-Strike -Project Gotham Racing 2 -Rallisport Challenge 2 -Links 2004 -Tenchu: Return From Darnkess -Ghost Recon -MechAssault -Dance Dance Revolution Ultramix (yea that's right!) -TopSpin -Midtown Madness 3 -Guilty Gear X2#Reload
its quite simple : you don't have enough texture resolution to bake to those UVs you just might get away with it if you snap your UVs to pixel boundaries but I wouldn't count on it (certainly wouldn't put the work in given that the UV layout is fundamentally wrong) you have 2 options - 1: bake to a much higher resolution…
Uhm really not bad, it remembers me something like MediEvil 2 game, set in victorian london with a lot of steampunk styled elements. something like 1st industrial revolution. Steampunk brings to my mind also the nautilus submarine from the "twenty thousand leagues under the sea" Think about how could be set it all inside…
@Rens- I have had that exact problem; I love the MX Revolution and love the weighted wheel and nav buttons, but after a long day I can feel RSI setting in... @arshlevon- I used Photoshop on the original Cintiq and I noticed is suffered a bit of 'pen lag.' Do ou get that when working in 3D apps as well?
Nervous. That feeling wore off after the first milestone. After that I just realized I was building computer software that had immense emotional appeal. I wouldn't trade it for anything. You have reached the pinnacle in software development (except making supercomputers). Everyone seems to look at gaming for where the next…
Hi! Looks as intended to me. The values of the border pixel where the UVs end get repeated outwards (edge padding) to reduce visible seams when the texture is displayed at a lower resolution (mip map). I suppose by banding you mean the stepping in the padded pixels? That's probably due to the UV borders not being aligned…
My screen resolution is 1920x1080. Resolution of the window is just full screen (with the window bars). I have the same problem even when I extend and shrink the window.
Oooh, nice resolution on the render. The dirt and debris on the blowtorch brings out the unevenness as if it's been used a lot. Nice work! Same goes for the TV, nice resolution and detail.