Quickie update: I added damage to the stone bricks (it uses a vertex shader, basically I just added a second normal map and with some magic blended them), and a simple spec map as well.
I've been through a couple of iterations on my portfolio. In the end, I found I really needed nothing more than this. If that's not fancy enough for you, it wouldn't be that hard to html a bit of magic onto that.
Myth/Myth II Magic Carpet Populous Power Monger Syndicate Wars River City Ransom Wing Commander Road Rash Desert/Jungle Strike Herzog Zwei Shogo Ground Control
it's a name. I wouldn't care if the game was named mr winky's magical air balloon rape fest as long as the game is good. I am more interested in the story and gameplay than the bloody name.
there is no special secret, no magic formula, no words that will make this happen for you quicker or easier than anybody else. you just need to do three things. 1. OBSERVE 2. REPLICATE 3. REPEAT
I second McGreed. When you're trying to select things in Photoshop, it's a lot easier when you have a Color Map baked out so you can just Magic Wand selections
Both Disney Feature Animation and Industrial Light and Magic rigidly follows PBR workflows. I think that tells you all you need to know about the notion of using PBR as an art direction.
How you can add variation to a procedural building within just 1 shader. Plus a tiny bit of (optional) Houdini magic ^_^ http://www.youtube.com/watch?v=J5LXIApQmzA&list=PLF8ktr3i-U4BEL5l3BCNyyUH6TCZb8iRn
It's too dark. Some simple brightness adjustments (+20) made all of your work magically appear on my screen. Get that straight and you'll have something we can give proper feedback on.
For this project we were tasked with creating a 3D environment with a story behind it and putting the final product into Unreal. For my environment the islands are being held up by magic which is throwing off gravity in this environment, the shrine at the center of the island is the source of this power!