This tutorial has been written originally in French, here is the Google Translate version (french version: https://zestedesavoir.com/forums/sujet/6759/guide-la-creation-de-textures-pour-les-jeux-video/ ) We will see in this guide how to create a stylized texture of professional quality for a video game. We will need to…
This tutorial has been written originally in French, here is the Google Translate version (french version: https://zestedesavoir.com/forums/sujet/6759/guide-la-creation-de-textures-pour-les-jeux-video/ ) We will see in this guide how to create a stylized texture of professional quality for a video game. We will need to…
@Doodlok well, he looks like he's in a cave rather than below a bright sky, don't know if it helps. Try bringing a low opacity light blue layer over him. light blue rim light over the right shoulder too maybe. You could also move him to the left some more, the tangent with his hip and the tip of the boat is a bit…
Hey Voodoo. A few pointers. If you want to get better at painting textures in general work with an imaginary lightsource. It might not be that contemporary, but it's good practice. First of all contrast yes, except on the nipples. If you take it up it much easier to see where there should be darker and lighter areas.…
i'm not that much into the whole environment process so all my answers might not be totally right, so what i know Manuel is baking the lightmaps with maya, i built a directional lightmap shader that takes the normalmap into account for blending the lightmaps, i did this with the help of some technical documents from…
color conf.. weh? english please? not even google was able to give a clear answer to that in any case, scale model painters tend to gray out their model, to make them look bigger. because the same paint would for some reason look greyer on a big vehicle, than it would on a small one. i think its got something to do with…
UDK is notoriously difficult for foliage. Have you made sure to have explicit normals checked while importing? Also there are some settings in the material and the mesh that need to be checked. They're mentioned at UDN. In the material used with landscape And in the mesh Used for instancing. What I always do as well is…
Hi Braxer, Been following this piece for a bit. I like the overall scene and know you want to move away from it soon. Here are two tweaks that may benefit the piece and not be too much work. I've quickly blocked in an object in the right foreground. The intention is to bring the eye back to the left of the image towards…
Very nice work man! The fog and palette are working really well to establish your mood, and the assets are looking good. One pretty minor compositional nitpick: the gap between the overlapping silhouettes of the big left side structure and the giant distant structure where the sky shows through is a little awkward. I'd…
Depends on the game, how close you'll get to it and if you'll see it from more then a limited angle. If it was for a typical UE3 type game and this is just behind the path, then I probably would start off with a block that has a few segments. Then do some light modeling to get the major shapes and handle the rest with…