Just did these over night for CGTalks micro game art challenge. Ran short on time before I got a chance to really work on the sword. For portfolio purposes Id like to push the textures futher, so any C&C is appreciated. HeMan: 576 tris, 256*256 texture Orko: 354 tris, 128*128 texture Sword: 70 tris, 64*128 texture
that's a good point. Usually when you're making your texture, keep middle grey in mind (128, 128, 128) Anything you want to be averagely light/dark should be around that tone. Then you have a good starting point to make the bright things lighter, and the dark darker.
No that was in photoshop as i didn't know where it stands. Yeah the middle version is more coherent but the dark one reads better. You will never have the contrast of the light UI anyway. So I made a test in colorschemes.ini with a value at 125 125 125 and it is still acceptable. I'll see in everyday use what i like the…
the seam is not a maya problem its a bug in the normal map ! and there for your responsibility to fix it ! you can fix it by going into the R chanel of your normal map take a 128 128 128 (grey) brush and paint along the seam fixed edit also why aren the belt the the shoulder pats the thign around his neck and the boots not…
monster try my anim scrubber to change keyframe with mouse movement https://github.com/FrankieHobbins/Blender_AnimScrubber press ALT left click and move mouse in 3d view to change time. Will loop at end frame example of it working, see how it loops round from start/finish to finish/start…
I understand what you are saying, and it is good advice, but my point is you cant make a Gears of War character with 2k tris and have it look as good as the 12k. Just like you cant have a 12k car look as good as Gran Turismo 5 models. The interiors of the cars in that game are more than 12k.
if its a vertical seam like over your chest/face you can takea 128 128 128 grey brush and paint along that seam on the red color chanel of the normal map in photoshop the seam will be gone afterwards if its a horizontal seam link on a belt or somethign / i guess it doesnt hurt anyone in that case) you can you the same…
Art Director Job Description and Responsibilities: Nest Egg Studios Inc. is seeking an Art Director who is a self starter, willing to bring passion for infusing and inspiring artistic vision into our upcoming mature MMOG demo. As the Art Director you are responsible for the role art plays in our game demo. You assist the…
i say bail them out, but with this caveat: get rid of the fucking unions and get rid of the entire upper management. its a wonder that theyve been able to compete as long as they have saddled with the ridiculous fucking unions. every single car they make has an unseen $2000 extra cost included in production to take care of…
On resolution-dependency, I recently saw this neat breakdown of the water shaders for Zelda Wind Waker, specifically how the Wii remaster ran into this problem (at 2:18) https://youtu.be/8NL9Cc05CYk?t=125