still working on a game with friends, and since discovering the love of my life (unity 3d) i've been doing alot of experiments on art style, and just the ins and outs of unity. The whole game wont be wow'ish, as im not a fan of most of the player and monster graphics in the game, i'll probably go for a hand painted look…
Hey there, I'm considering buying my girlfriend a Wacom Bamboo Fun for Christmas as she loves using my Intuos for her illustration work but the amount she will use it doesn't warrant the purchase of an Intuos. I notice the new Bamboo appears to have some quite impressive specs (as Bamboo tablets go) with 1024 levels of…
With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…
ya just think of how things effect the material, like dir and grunge would make that area less specular, and mostly likely give it a wider exponent from bare metal, and think of things like the effect someones hand would have on the grip, oil from your skin would be almost impossible to see in the diffuse but would effect…
Yea, I've been looking at a lot of polycounter's texture sheets and watching and rewatching tutorials. I'm picking up on the subtle nature of the diffuse maps and highly contrasted spec for metals. I'm still trying to figure out exactly what kind of photosource should go only in the spec or only in the Gloss. Particularly…
Looks cool! Very unique, but also an extremely viable part for environments. I like it a lot! One thing that really annoys me is how much the wings look like cardboard. I just googled cardboard and found a lot of images that look exactly like those wings. Also, what's up with the maps you're showing? I assume this is PBR,…
The spec maps on all your props are sort of weak, and wind up making everything look very cartoonish, but the proportions don't match the material style, For example, the gun has no reflections or any wear and tear in the spec map and looks like something out of a cartoon. Also your wireframe is really betraying you there,…
Your metal is too bright, your spec seems wrong (tires aren't that shiny) and your presentation is a bit weird (it implies the textures are all the same size as each other). I'd also say 5 maps seems like way too many, if you have a normal, spec and diff for each one that's 15 maps in total, even more if you make a gloss…
Great work shadacer, really inspiring. I think I started my piece after looking at this a couple of days ago. Anyways for the crits. What jumped at me right away was the green divider. It almost comes off too blurry compared to the rest of the scene. Think about maybe not having that white wear in the middle and instead…
Every studio I have worked at, all developers used consumer grade hardware at the highest spec so we had highest common denominator for PC testing purposes. Doesn't make sense to make a game for a top end PC and not even be able to test the top end specs on your rig. That being said, I agree with all the comments about a…