Thanks Ysalex for the advice, global and more localized dirt will definitely be the next pass since I was mainly focused on the old varnished wood look until now. I usually stick to common blend modes like soft light/overlay/multiply/screen so I will test those two you mentioned, thx again for the trick. Same for my AO…
Thanks @lotet! Appreciate the feedback @Maximum-Dev! I spent some more time on lighting as well as remaking the floor stone from scratch after getting some more practice with Substance Designer. The old one just wasn't working and was too plain, especially the roughness as you mentioned. I'm about to take another pass on…
Sounds good, pior. And it definitely looks like its coming along nicely! I'm going to have to remember what you said about Lexan. I was thinking about gutting my old arcade console and assembling a new, more convenient controller with the parts. It's just been gathering dust in my garage, and with some of the fighting…
don't clone the texture until your finished texturing. your only cloning to export the texture map. I'm too lazy too check but that could be the problem there, as i believe zbrush applies the cloned texture to the object. (so your object applies the old coned texture, not updated). just turn it off (select nothing under…
I graduated from DigiPen, it was my ticket out of the midwest as an 18 year old. I don't recall where I placed that piece of paper but it does manage to sap my income every month. HOWEVER as much as paying for school sucks, I have a huge network of other DigiPen-related people which makes it much easier now. I learned a…
I JUST got mine back a few days ago. Personally I had no problems whatsoever. I didn't even talk to anyone or have to answer any interview questions (I heard a lot of horror stories about the phone calls too). All I did was go online to the XBox site, give them my information and serial number, and fill out a 500 word…
Cubik : thank you for the links! Yes actually I try what the hi poly work + bake map can save to me as time... I just test, etc... And About next gen, think that : On polycount, 90% of the thread are about next gen work. but if you look at the business on Iphone, wii or other old gen plateform work, there is a lot of money…
while I am not a character artist, I somewhat doubt that you put "life / emotion" into every character, there surely are NPCs / enemys which simply have to be done for the sake of it. Just thinking of the countless soldiers that are dying in most games. They can be compared to the general buildings/scenery you walk by…
I think the texture is way too simple, messy and lacking definition for a next generation character. You can see the seems everywhere and the stretching and mirroring are pretty obvious. As for the modeling I agree with everyone here. too many undefined and wastes polys. next gen doesnt just mean throw in a bunch of…
Am I the only one who actually liked the direction they took with POP2? Sure, I still love the first one a bit more, but I feel it was still an equally valid direction to go with the sequel...it sort of makes sense in terms of the storyline...the prince has had to leave behind everything he cares about, and spends his days…