Greetings all! Sorry I missed last week's announcement but this weeks is up now too! For Episode 25 check out the link: here The Pilgrimage continues! Episode 26 - Learning ZBrush - Masking is now live! Check it out @ the Polygon Pilgrimage Greetings Pilgrims! In this episode of the Polygon Pilgrimage we take a look at the…
OK, I tested the skin wrap modifier and now it works the way I need it. Only one problem is left, the mirror selected seems not to work properly. When I am in the Control Vertices mode I can see the green circles on the mirrored side in the position they should be, but when I click on mirror selected nothing happens. I…
Looking at your normal materials, I noticed that you woodgrain has an inverted green channel. This makes the cracks in the grain appear to stick out instead of being sunken in depth of the cracks. You can invert you green channel to fix this. I imagine you used the nvidia plugin for photoshop to generate the normals.…
Ladder texture now looks a bit too blurry, compared to the edges of the rung-ends. I'm not a fan of pure-black shadows, it would be nice to see some bounce lighting in those areas, especially behind the chandelier, under the green counter, behind the ladder. I also feel like the piece is missing a focal point.…
Oh man thats brutal! We had something similar with "Shadow" geometry. We have a lot of backs of buildings, roof tops that we want to remove from an optimization standpoint but keep in "editor only" for shadow casters. Out of habbit I've always created a "shadow" material which has always been set to a debug style colour,…
Looking better, just some small crit: Those green vertices are pointless, just use the weld tool and weld it to that outer corner vert. The loops I scribbled in black aren't needed either if the sides are flat. You can just remove that loop and connect it to the corner verts like I did in red. On the bottom it will look…
Also, post some reference! Always helps the critics to be more constructive. Overall, looks a bit too sea-green. It may be appealing to have variety in the texture. I know a grenade is mostly green but, it would be interesting to be able to see more contrast in the specular information as it appears to be flat. You could…
You raise some good points, but I think the competition was about the spirit of the game boy rather then being totally exact. That said, we are looking into some post processing stuff to make it look more 2d and I have some ideas for shader stuff too. As for the green, gameboy greeness actually varies. Looking at reference…
the green youve picked for his skirt and sandals make it look like they are made out of plastic and hes going to a beach party. also you can paste images directly into the thread. like this> so basicly the same crits I gave you last time still stands. choose like 2-3 colors and try to make a whole design using only those…
I think the biggest issue I have looking at it is "Look at how brown and green everything is." You have a green treeline that almost blends directly with the rooftop. Not just in color but also height. I feel that either season of tree leaves could change or the rooftop color. As for the dojo coloring, all the wood is the…