Disclaimer: While I'm a programmer, I haven't written a "proper" render engine. Some of what I say is from my own experience, and therefore may be less than 100% true. With that said... First off, one thing that we should be clear on with half/float/doubles are approximations of decimal numbers. Computers don't really have…
hey, well, in essence your work is great. From a technical point of view everything is done properly as far as I can tell. You acquired the mechanical skills .... but your work is lacking some kind of WOW effect. Every image I look at I´m getting the feeling its either not finished or it was done quickly. Maybe create…
Here's some tips to producing really low spec art: Go as low as possible. TBH, if this game were made on DS, these would be sprites because they would look better as sprites that always face the camera. But, for this example, I'll model to explain some things. Four sides looks as round as 6 sides on the small screen. So…
I like the handle solution for the brush work, irl. obviously like the updates and work, congrats, my ex said she just carried some of her works with her and she would get people willing to purchase them randomly, through general conversation. (also commissions) Just a friendly option if you wanted to do that sort of…
that's not either, that's both/all :) as I said getting the overlapping faces is the easy bit deciding which to delete not so much ! think i'd also start by adding a planar map in a suitable direction on an unused map channel first..... and even that might produce spurious results, for example using the uvw map overlapping…
I'm working on a "remaster" of an old-school dungeon crawler called "Dragon Bane 2" as a personal project. The development is completed, but needs upgraded, static 3D models for two wall sets -- a town and a dungeon. The game can be played in either 2D mode or 3D mode, and the 2D artwork is completed, so the 3D art…
Hello guys, I registered to this forum to get your insight on PBR workflows and texturing for those. My question on albedo maps: Albedo If I understood the idea behind it an albedo map should contain no lighting information except the pure reflected diffuse. So should there be any gradients in an albedo color map at all?…
ok... So if i understand correctly, the Example file you guys supplied to demonstrate what ddo can do out of the box has custom curvature map you plugged which you didn't include in the source as part of the package? And is the key map to get the look you are showing off as an example? Cool! So i scavenged the forums after…
looks cool so far! what I would suggest is to decide on a light source, and paint the model accordingly! that way, you can turn the forms in space with the texture really nicely, for example the shoulder armors could look like they are being lit from above, and you could feel their roundness. Also with the face, try and…
Another thing that can really help, you mention 90 degree angles etc, a great way to avoid that is to simply not model everything with 90 degree angles in your highpoly. If you plan your highpoly so that it will be friendly to your low, with more gradual angles you can really help yourself out. Heres an example: With A,…