125 views and no replies :| Looking at this with fresh eyes today, the colours are very comic-booky, I'm going to take this onto the computer and try some more realistic colouring.
Hey all, I'm in need of a little guidance when using 3ds and substances for a unwrap to texture workflow. The end goal is to have a library of substances which the team can reference and unwrap models against. This library will also be reference inside Unity. Currently each substance/material has a manual overhead setting…
Basic biped rig of basemesh following tute found here; http://www.swinburne.edu.au/design/tutorials/P-maya/T-Maya-Rigging-Rigging-a-biped-character-for-animation/ID-125/
One of the easiest ways to tell if the image is underexposed is to add a grey card with a value of .125 diffuse in front of the camera. If it reads as 99,99,99 in PS that its exposed 'correctly'
Left a few notes. The rubbery arms can be a good effect, though I think ~f96-125 is a little too much in a short time. Generally I'd say use it like a smear.
Actually, just got answered: from the author: Hi! There's a need to pack textures as tightly as possible in order to have as few texture fetches in shaders and less (texture) memory. There is a trad-eoff with quality however, some textures need high quality, and others don't. Normal maps typically need high quality as…
I found these a while back on Reddit, thought you guys might like taking a look... 125 Pixel Backgrounds: http://imgur.com/a/GPlx4 118 Pixel Art Masterpieces: http://imgur.com/a/aiTOw?gallery