I often use a technique... make ceramic tile texture... make normal map... (from high or just CB or heighmap) then to give each tile slight normal offset i creat a cloud height map, convert to normal map then select each tile and average the cloud normal giving each tile a slight offset...works really nice with acute…
Yeah the pillar to the left still looks quite out of place along with the other one more to the back just like it. Like there was a few pillars from hundreds of miles away dragged to this city in perfect condition and somehow the builders just decided to use them alongside their own completely different style which is 98%…
Agreeing with belkun - make the lantern a ward! Lanterns are supposed to light your way, and let you see things in the dark. I think it thematically fits the best. The concept with the lantern on the wooden beams is my favorite. The other designs (like the courier one) seem to rely on the idea of the lantern floating, but…
cool project! the grassy areas look like they don't belong to the same environment. the tiling grass on the main surfaces is pretty neutral with very little implied lighting but the grass on your alpha planes has much darker value. those darker greens and oranges are not carries through in your tiling texture either. If…
Thanks for finalizing my question, renderhjs. I get it now. So the way you describe how I went about my render, an employer could care less since I tried to limit my render to standard game maps and spot lights for lighting? The only real addition I get in the render are the slight glow affect of the ground plane, the…
Hi! Congrats on finishing the project :+1: Presentation-wise, I think currently the lighting doesn't help to sculpt the model's features. Perhaps start with a 3 point lighting setup. When choosing the background, I'd be careful with contrast and think about how it affects the character lighting. I think white background…
Basically you need a skylight and a directlight. The skylight needs a slight bluish color and the direct light is a bit orange. You can render this in two passes and composit them later so you can adjust the strenght of the ao. For the ao pass i would setup a simple pass override for all objects with a ao material. The…
The ガルーダ(Garuda) Y-HOP Light Human Operated - Projector SMG is a light weight projection weapon. Built upon the Y-FRAME modular base system this body can fit multiple uses, but is usually restricted to short to medium range. The Gold plates on the side are where the Neural Uplink Modules reside for different systems. The…
Very nice! Really crisp texture. Man I was so pumped when they announced this game back in the day. Some stuff I think you could do to take it further: 1. Get some color in the body, maybe a little bit of blue. Also maybe do a slight yellowish overlay on her head and torso? 2. Get a 'contrast gradient', so to speak, going…
No Xnormal bakes it but bakes only Vcolors , I mean while Zbrush I see nice slight light shades, shadows, etc in Xnormal just bakes a flat color map and what's more annoying seems quite pixellated , for the actual size I am using 4096x2048 I expected to be much more sharp and clean .... for the inzbrush drag rectangle…