Hi :) I think the lighting can be improved, try to make it brighter (even if it's an interior, low lit scene). I see a gereral diffuse light but not clear light source influencing the scene, nor strong shadows. The final image should be well exposed. Try to get a good result in render directly, then tweak a little in PS.…
I am looking for an example of showing an image from the current Texture library with any adjustments applied. Anyone has tried/done this? Or know where to look for example code? Thanks in advance.
A bit of a tangent: When I see stuff like that, I cant help but feel a bit aggravated by it. It generally reads as one big confirmation bias, one that seeks to create this narrative meant to dismantle any perceived "patriarchy" found in this medium. The genres and the platforms matter. Specifics matter. Age and gender are…
Man, this is a perfect example. Thanks for posting this. As I said repeatedly in this thread, piracy is a problem. This post highlights it. But it also asks the question of how to deal with it. Piracy is a problem, yes. But my original point is that there's very little to be gained from treating it as a crime. Say if they…
This was original a paintover/message to Cheapalert, but I thought it'd make a great mini-tutor for beginner texture artists trying to get less blurred textures. Solid shapes as selectable masks to enhance sharp edges http://chrisholden.net/masklayer1.jpg The original texture, on the left, does fine to sell the look of the…
if you remove the bones, skin weight the hanging arm cloth 100% to hip or root (basically so that animation doesn't effect them), then use cloth paint tool in unreal, I think you should get a proper simulation. for getting correct scale in MD, that should be simple to solve especially since you do have one working example…
For an example of a modular character design, check out Jesse Sosa's excellent example http://oldwiki.polycount.com/SkankerzeroModularCharacterSystem (the images aren't up on the new wiki yet)
couple quick notes: * more props * less perfectly straight lines - for example railings and banisters you can add subtle wobble * double check roughness values - the place looks decrepit but certain pieces of wood look like they were just freshly cleaned.
It seems people are more keen about modeling fantasy helmets or pseudo historical helmets seen from movies but little is known that actual helmets used along in history are equally fascinating. One forgotten era where there are superb examples of fascinating helmets is the hellenistic one (time period after the Alexander…