Day 41: Working on base materials and starting alphas Before I forget, I need to write down the errors I have made so I won't repeat them in future projects. The following errors I do not intend to fix, because I need to have this MPX done by Friday, since I go back to school next week. Errors on MPX: * Not triangulating…
You guys deserve a bigger update. So some notes, to me the barrel color and wall clash to much should fix that so it has a equal pallete. Lighting has no work just a quick directional lighting with slight orange tinge. Lastly the I need to get some moss on the wall. I have decided to later try to add a story behind the…
^ In Amnesia (and Penumbra) your eyes would 'adjust' to the darkness and there would be a slight blue to everything as well as a small brightness increase. Although this was also part of the in/sanity gameplay mechanic. For those saying it's too dark, what monitors do you have? It looks great on my dell ips, but quite dark…
Agree, also any normal map on the grass does nothing good IMO. Looks awful usually and mips out suddenly. The main issue is how to make it seamless to ground 2d grass material when 3d disappears. A huge part of grass appearance is light scattering / translucency when you see the grass glow toward the sun . it's usually a…
This looks cool! I would love to see some weathering along the waterline, where the stone would show signs of frequent exposure to water. The roofing looks oddly unlit. The lighting feels strange and unnatural, strange to see shadowing on a painterly asset, with heavy fill lighting. I think this could greatly benefit from…
I'd say the Picard bust needs a lot more refinement to bring it closer to the actor. Was it meant to be a stylized interpretation or were you going towards realism? Early flight and common drake is so far your better pieces. The anatomy study looks good too, you can definitely push it with more skill detailing. Game art…
NARRATIVE: CONCEPT ART: Lol drawn freehand roughly what I had in mind whilst leaning heavily upon design hints from the ADFs retired 'Bushranger' 110 logistic light vehicle fleet. PIPELINE: Mostly FOSS tools Weighted Normals modeling Hybrid Trim x1 texture sheet workflow 2K resolution at 250 512px/m TD (update) Showcased…
Great project @srinivasjlkm! A lot of solid iteration at techniques. About 80% there. Couldn't resist doing a quick paintover pass to get it closer to 90% without much work. 1. Your fog cards were quite sporadic creating some muddle lighting tones and colors. Once cleaned up and colors and lighting brought together the…
Stirls - Thanks! I will make two more types of crates, and maybe an open version too, but this depends on my free time. For the render: I use real time lighting/shadows + slight skylight + image based lighting + fading ao (real time) + post processes So. Here is the last new piece for this week, and I think I will come…
Slight sidetrack sorry, but my new pet peeve now that graphics are getting so high fidelity is that there are no shadows within shadows. This is really where realtime AO could come into play so well, 'cos so often once a directional light source has been 'used up' on a scene, a shadowed area is thus completely lacking any…