Near the end of this video I do some slow panning around some trees to get a better sense of whats going on: i think the main thing is that there just isn't any hard lighting at all which gives away the cards. Very soft lighting, whichever cards are facing you always seem to be a little bright sort of? The billboards are…
Hey there! Didn't have a ton of time today on lunch but was able to quickly paint over some general thoughts that I feel you could push even further with your next iteration of lighting. Overall, the image was feeling pretty flat and you've got some great shapes in the room that would thrive off of some lighting variation.…
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Hello friends and associates, I am working on a sword for a VR game mod, and I've opted to mirror and weld one half of the sword so I can maximize pixel density in the materials. This is the first time i've ever made an asset with baking where I didn't just lay out everything in the UVs with no overlapping. So of course,…
Tracy said that she knew it was a setup to use her powers. She had the choice there to use them or not and she froze the guy. She probably didn't realize the consequences of what she did but the Tracy character is one of those devious always has a reason type characters. So I'm sure she's got a plan for getting out. Also…
That's an improvement over the first one! I was watching some video and I believe it was Noah Bradley's, very talented artist, he said the key to dramatic lighting is to make everything else dark so even slightly lighter areas will seem very light by comparison, that way even the slightest value change will make it pop…
Cool little scene, I love the simplicity and style of Mirror's Edge! Drew posted a great reference image, it offers some insight into some major things you're missing. The image doesn't look very grounded and there's little to no directionality in the lighting. Two major things you can try to help you: * Motivate your…
To start off I'll post my progress and development of the two key levels in our demo thus far: * the Sewing Room, where our player character weaves fabrics, sews clothes and dresses up in preparation for battle * the Silken Forest, the tutorial hunting ground for the player to harvest crafting materials for making fabric…
The hard edges all appear to have matching UV splits so that doesn't seem to be the issue. Increasing the texture size captured more details but even at 8k there were significant baking artifacts. It appears that the pixel density is quite low in some areas and this means there's a limited ability to capture the relatively…
Keep in mind, the cell-shading you see in games like Naruto are mostly achieved by shaders, and you only deal with that when you're making the material in a game engine like Unreal 4 or Unity. Textures contribute TO a shader/material. Think of textures as skin, and shaders as a set of rules telling light how to show that…