I just saw this contest at GDNET: http://www.gamedev.net/community/contest/shadeyourworld/ I'm sort of burnt out for "cool surface" shader ideas. Unfortunately I've lost 20 days already, but I think I could pump something out in just over a week. I just am not sure what to do for my shader... I can do a skin shader, or a…
Hello everybody! :) I'm new here and first of all I apologies for my english which is not perfect (I'm french). I'm working on a "realistic" character in 3ds max since few weeks. It's still WIP, but I'd like to know what you people think about it, that will help me to go further! There is something wrong on the body, maybe…
The assets are quite good, it is mainly the lighting which could be improved. I am missing a sense of light direction - right now everything feels very (equally) bright. If I compare the big LED light on the ceiling with the surfaces next to it, it has almost the same brightness. I would recommend starting with an entirely…
Hey there! First of all, congratulations on 2.0 release! The additions to the Suite are truly monumental and the performance is incredible! Unfortunately, I'm still having huge trouble with the most troublesome area from 1.8, though. Specifically, getting proper curvature out of hard-edged lowpoly objects with UV seams on…
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Just bought Zbrush 4R7 a few hours ago (first personal copy, very excited), went straight into the 64-bit version and wanted to flesh out a hard surface with the newest addition towards controlled modelling. First, I played around with basic shapes and studying ZModeler's facets, storing stuff into muscle memory slowly.…
So after my Unity Sci Fi Bridge Scene I was keen to create something new in Unity. I decided on creating a street scene in Unity set at night just after a rain storm has passed. The plan is to have everything slick and shiny, steam rising from vents, trickles of water running down walls and puddles of water in the street.…
Ok Brad, took a look at the file for a bit and I think I can see what most of the issues are. #1. Be cautious of looking at the UDK generic browser as an indicator of shadow and lighting quality. It's never going to be great. #2. Your lumpy "sub-surface" normal map is probably what's causing a lot of the excess noise that…
I agree with Joeriv. For the final portfolio shot, I'd lose the BG and add tris count, texture sizes, software used, Etc. And larger. Of course :) I would include a FP view as well. At the end of the day, That's what the piece is for. it has to look good in First person. I also agree that the wood needs a lot of love.…
Let's try to solve this. - its just that in your way you are working mainly with the duplicate instead of the original. In mine I am setting my hard edges and all that on the original....There isn't any benefit over using the linked duplicate versus the linked original because as you have said editing one or the other…