Well, when I started this discussion with a friend here in Montreal. We kinda added up the people we knew and the places we knew, and the number was somewhere around 30-40. We thought that was insanely low for Montreal... which is considered a Mecca of Game Development. The funny thing is, here in Montreal if a Character…
Your work so far looks great! I agree with the color/lighting bit - the atmosphere isn't quite the same, and some of the materials look... I don't know how to describe it - old, but not worn? (Or oxidized, at it appears to be in this case.) I've also noticed some differences in vertical scale - I.E. the building/corridor…
Hey, Im trying to create a skydome shader that has stars + moon textures on one side and sun on the other, classic cartoon style that moves as the scene directional light rotates. A bit like this, but 3d on the unity 5 sky, (without the faces!): https://www.youtube.com/watch?v=N0m2uHc8_58 I understand how to blend it all…
That pinching along those edges are a classic case of hard edges without a break in the UVs. For optimal performance you want as much of your model in 1 UV shell, and as few hard edges as possible. A nice guide to learn this: -Keep everything in 1 UV shell as long as it doesn't create stretching. -Have no hard edges at…
Thanks a lot for the compliments and the feedback nikos667 :) ! I completly agree with you for the rocks ^^', I'll keep in mind what you said for the next time ^^ If you want to see more of my work on this game, you can check my artstation right here : https://www.artstation.com/artwork/9Re:dizzy: To talk a little bit…
Ooh, cool. The speckles are creating too much random noise, I think. iirc, the noise in The Banner Saga is very tightly controlled. I'd have to find more refs though idk. What I can say for sure, though, is that you currently have a huge amount of tangent lines being caused by the flag! This article briefly goes over…
I made some worthy changes to the high poly I think. The hand rails were removed as I felt they made it look more like a lift instead of a stage-esque platform. The lights along the rim have been redone completely and the placement has been tweaked. I also added removable grating panels that cover the platform electrical…
The tangent space is partly derived from the mesh vertex normals, which in turn are influenced by the directions of the triangles. The direction of a triangle's surface (towards us or away from us) is defined by the winding order (creation order) of its vertices. CCW order = triangle is facing us. That's one part of it.…
Very, very blurry. That's my main impression. Which is confusing since your textures are pretty nice and sharp. Right now it looks like you done tiny, tiny renders and blown them up in size. Presentation that hurts your work, no lightning, many tiny images with a few of them having no focus at all on the models themselves…
Hey, there; this is my first post - just a little something I started working on about 45 minutes ago. Ran into a normals problem that took me way longer to fix than it should have, but things are okay now. I didn't draw any concepts for this as it's just a little something to do aside from my other projects. I guess it's…