I finished the lowpoly and baking :smile: Here you can see the lowpoly with a Lambert shader assigned plus a wireframe. After baking the highpoly textures and doing a lot of cleaning, I put them together and this is how it looks flat shaded: Here is a breakdown of all the baked textures I used on top of flat base colors. I…
Nah he meant the opposite. As musashidan said viewing angle plays a large part of this. Also consider the depth of anything you're trying to normal map onto a surface. For instance a deep divot in a surface will look more like a flat decal if you just normal map it, especially when your viewing angle and the lighting line…
PBR is nice but that's up to you afterall Anyway the gloss map is flat, try put more details there as well so that they pop out a bit. Check this flat as exemple, it's awesome : http://www.polycount.com/forum/showthread.php?t=81572&page=4 Try to contrast a little bit more the details so that they pop out You can use the AO…
Making flat stuff not flat. Just messing about with a sketching technique. Can't remember where I saw this technique but its pretty old I think. Making 2D side view thumbnail sketches into a perspective sketches. The focus here was the technique rather than the concept hence the lack of detail in wheels, etc. Was fun to do…
Nice work! One thing feeling really odd to me is the boots. For one thing, your soles are very flat (usually there is some curve). Secondly, you have hybrid of raised heel/flat heel which doesn't make sense in boot construction. You should go with either heel or not. I hope you don't mind, I did a paintover to show what…
Looking good so far, just about the metal bulk (or how its called) your Iron / Steel looks like someone perforated it with a grinding machine to make those flat surfaces, but actually they are done from smithing and are the cause of a hammer, and that would leave a lot smaller dents, unless youre the hulk and have a…
I have my desk arranged so my keyboard is far enough forward that I can rest my entire lower arm flat on the desk. I'm not putting much weight on my arms, and any weight that they are supporting is bearing on my elbows instead of my wrists. My wrists are also, for all intents and purposes, loose and flat even while I'm…
Your rocks are very grid like. When I saw the flat texture I thought it would be for a walk way or some manmade structure. What keeps them from looking like natural rock face is that they are flat on the 'top', and that they are very evenly and cleanly spaced and separated. You might also want to put a few of those rocks…
put the seams on areas that have normals facing in the same direction (flat areas) and hope for the best. There isn't a solution for this with PN-tesselation right now (unless you tag your geometry, but udk doesn't support that). Dunno what kind crytek are using though. ps vector displacement probably isn't going to get…
looks awesome! I love how it's both exaggerated but also grounded in some realism. Only a couple of tiny details that I think would improve it; the first thing I noticed on my second read was that the chin area feels a little too flat, maybe adding more depth would help? It just looks a tiny bit strange. But nice work! I…