With most types of stylized art, it usually comes down to exaggerating or stunting: Form and Proportion Color and Lighting Movement (and sometimes Suggestion; think simple cartoon noses as an example)
Here's another one. It looks like segments of the grid are rotating, but it's really just one grid. Very frustrating, and I already have a headache: EDIT: and a better example:
depends on the engine, can talk about the unreal 3 and yes it has an impact, for example, a normal level of ut3 has like 300k unique but 3mio instanced triangles
The sphere was simply my example of an object to demonstrate just exactly what the program was doing when a texture was applied CORRECTLY. Your smart ass comment however, is appreciated.
Get rid of all that black on the flat (with out stetching the texture). That's wasted space in the UVs. I'd model and UV a test real quick as example, but gots to work now.
Actually what I noticed the most was how the reflection would bend where it wasn't supposed to. At least in your example. I'll have to go play with it. Thanks. Alex
haha! no problem of course, its interesting to see, i think, the different in choices of people who use games as inspiration for example art, or people who dont.
I would suggest reading thru a couple official archive file type recommendations from different archives and countries. Like this one; https://www.archives.gov/records-mgmt/policy/transfer-guidance-tables.html Screenshots of full pages (which I made a couple years ago) worked imo better than saved out htm, html files since…
The renders above look like poser art, which is to say purchased assets put together to form an image. There is nothing wrong with that, but you have to be pretty good to pull it off. The difference in the quality of the figure and background makes the images jarring to look at. It looks like the model doesn't belong in…