Wow, thanks everyone Bobo - Thanks The first Photoshop painting tutorial I ever took a gander at was your video (must be 6-7 years old by now) when you were painting a dude's face with almost all dodge and burn :P Needless to say, your style has changed since then, but the inspiration is still there. Thanks! Aes - I can't…
Hi guys, We're sharing a demo video
of our Post Nuclear Warzone City, a set of game-ready assets built for quick
use and easy customization. We had a lot of fun putting this one together,
especially making sure it runs smoothly in-game without heavy tweaks. https://www.youtube.com/watch?v=0IWiRPwejwI Here's some…
It’s important to note that this thread is 11 years old, so things have likely changed to a large degree. You can however find more information if you do a bit more internet searching, I found a bunch of threads and resources by searching “parallax corrected cubemaps” although it seems the solution depends on your target…
Hi guys. I just thought I share the final presentation of the project that I posted on Artstation with some breakdown, that shows a few more technical details, if you're interested. https://www.artstation.com/artwork/5WlaoE
Amazing project (watched your YT vid as well) so cheers for sharing and also congrats, no doubt looks as though was a ton of work involved :+1: I particularly like the cloth sim'd objects especially those creased folds or wrinkled cloth they're quite realistic, for example on what appears to be a TOPP or MOPP suit? If so,…
the sword is distracting, at least for me. The hilt design feels like some sort of hybrid rapier/smallsword/falcion design, intended for something like a 4-5ft long rapier. The blade is similarly strange, only being of shortsword length, and the silhouette suggests a sabre, but is grounded to be double edged. Sabres…
I'm not sure what you mean by pinching exactly but I have some general knowledge about the subdivision workflow you seem to be using. Subdivision wants to smooth everything out by placing new edges mathematically in the middle of the edges that are already there, and by moving the edges you have already placed to create a…
Ok, I finally worked it out. The problem was that I had the smoothing of the low res mesh set to 0 degrees. Apparently because of that the angle was too big for the normal map to handle. I had two versions of my side table, the original one and one with the sharp edges beveled. With the original one having a smoothing…
Good question, I still can't quite decide what I want the bar to look like exactly. I kinda like this material? maybe something with more colour though? Here is my latest. I've darkened the spec for the wood as suggested and am now adding hilights to the stone pieces via the gloss map. Someone mentioned that the edges…
I think your edges are too sharp in many areas. The concept itself has the issue that it consists of many geometrical shapes. Although this looks great in the concept you need to find out why those shapes work in the concept and, in my opinion, don't work the same way in your hp. With the sharp edges on your shapes your…