Nice! The leaves themselves look a lot better, and the green-leaved ones look more voluminous but the yellow-green trees look very thin. It stands out a lot with the foreground tree on the right, looks like there's a leaf card with its side facing the camera. Looks like a long string coming from the tree, and that whole…
I have been looking at different Camouflage patterns for the vehicles I plan to have in the game. As conceptually the game is based in London, UK it wouldn't of been practical to leave military vehicles green, especially if there was such a threat. I've decided to have them re-fittable to the players needs. They will come…
Sorry about the concept not displaying, I've replaced it with a link, unfortunately it isn't very helpfull as for the colors ^^. Thank you a lot for your comments and links, I will carefully read them. I think you definately have a point with the green, and more than the reflections I'm thinking about maybe making a green…
Thanks for the feedback, it is really appreciated. I am really glad you like it ^_^ Some of the green I painted to fake the glow from the tongue and some of it is probably the rim light. I will go through and see if I can get some of the green out by putting some warmer colours on the teeth. EDIT: Unless you meant remove…
@Bronto Nice workflow!! I have one question however, in your PS layer stack this one described as Normal (green channel) isn't actually blue channel? Typically red is for left-right, green is for up-down and blue is for in-out directions, and from what I see it looks more like blue channel, or I could be just mistaken…
WaterWorld Cinematic Update DaTrang Final Concepts Final Concept of Datrang. Making a scary looking monsters within the colorful cheerful theme of Waterworld pose to be a difficult challenge. Since Datrang consumed contaminated green-ish sea water as it main food source, we decided to give its main color as dark green skin…
@sybrix No problem! I'm here to help and to learn. Also, I almost forgot to mention, when I imported your normal map, I used TC_NormalMap for the compression settings and I also flipped the green channel. I didn't know if the green was inverted in the texture already, but it looked better when I did. Just in case you…
i bake it as directx format. heres picture with flipped green channel :https://gyazo.com/ce4ffd714e0a3c34d3b14d15435597c3 Heres without flipping the green channel: https://gyazo.com/55d6b027b80fb2f24959a6f0f9d07400 Exporting the textures as PNG fixed my problems and targa format gave those shading errors. and do you mean…
The orc's skin cuold use more off-hue blemishes. Right now, the color overall just reads as flat green with blunt value adjustments. Add some variant warm and cool greens where it would make sense the light would fall on the character. As well, I don't think it quite makes sense that the face topology is THAT dense, if…