This accidentally answers the question above and is also my critique for the night scene: The colors are too saturated. - The blue light is far more gray and greener/less red in the refs - The yellow light can also be less saturated and red I'd adjust them and experiment with adding a couple of faint, desaturated green…
So my first ever post to Polycount is a cry for help, or at least for some understanding. This is all new to me and I get very little help from the instructors at my school, so needless to say, I TRY to teach myself everything I can. I've tried to search for the answer but I don't really know what to ask. So here's my…
All I'm saying here is just... be aware of your audience. As said, you're free here to express your opinions. We aren't here to shut you down, on the contrary it's great to have you here! This is an artist community. We thrive on thoughtful feedback... constructive and related to improving the quality of the artwork.…
Sage I hear ya pelt mapping can be a bitch sometimes, you kind of have to pick your battles and mess around with it enough to know when it isn't going to be the fastest and best option to choose. With cubes you're better off using another method to unwrap, unless you plot out your cuts very carefully as if it was made out…
When starting a creative project, one of the biggest needs is high-quality content. A great texture, a detailed 3D model, or a well-lit decal can take your work from average to amazing. That’s exactly where LotPixel comes in. Over 6,000 Assets – A Massive Library for Every Creator LotPixel offers over 6,000…
this is a brilliant thread and should get stickied i recently had a falling out out with source and unreal engine 3 and my machine aint good enough for cry engine 2 so i am ENGINE less right now. i wanted to go back to orge which is what i used at wmi when working on "alliance the silent war" which is now canceled because…
Yesss thank you!! You've heard of it!!! Such a superb game. Not as well known as it SHOULD be, that's for sure. Seriously, as if claymation isn't already a hard enough medium! Making it into an amazing game too? Genius. Now for me... hmm, I'll try not to post anything that's already been said: -How about the Devil May Cry…
20m seems way excessive to me. How does it work in the viewport for an animator who is trying to animate a specific shot? Can they get interactive feedback and quick playblasts of their work as they refine it? Also how does this complexity affect loading and saving times? Rendering times? CPU and RAM usage? All of these…