OK I think I've spent to long on the low poly. I need sleep! http://www.pixlode.com/upload/1c2f_swordhelp3.png anywhere I should cut down on the polycount? add more detail? I set myself an arbitary limit of 500, but I've probab;y been wastful somehwere...
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Seems to me the highlights on the fish are too intense and too uniform and still looking plastic-y. May try increasing roughness and adding more variation in your roughness map. Would you mind posting a version of your roughness map that isn't channel packed?
I prefer your blue roof not because of the color but because of the tiles, their arrangement and the less static-y feel they've got. As a whole I really like the texture work! I find the whole thing very reminiscent of my days playing the original GW. :)
Nice progress :) I think the black parts of the material work quite well, but imo the green/yellow stuff would be even better if it had lower roughness, and maybe less hard borders. Then it would look more slimy and goo-y! But that might just be me :)
Y: try switcher, really. No need to force oneself to use inferior navigation schemes when there is a better one out there. Max's default sucks and is RSI inducing (mmb pressed all the time). Maya's relies on a much lighter setup for your hands. Health > theory!
Whether or not someone expected x, y or z is neither here nor there, what does seem to be true from the evidence is that they cut content and went back on promises... if eld said that he expected the endings that are present would you somehow use that to demean the previous issues?
totally L O V E it!!!! *-* Ritoooo can we have thiiiiiiiis??? >.< Oh y I forgot rito hates Zyra and creating skins for her cuz they are lazy af. Srsly I love this splash and her face, and her hair just everything *-*
You can right click the spinner(the little /\ and \/ thing) and it will make it go down to 0(or what ever lowest value can possibly fit) Right click the X Y Z spinners on the bottom and you can set what ever you are selecting to 0,0,0.
It can help, but the thing is the tangent space is not only the axis orientation, but also the way they are computed on bake. That means that even if axis are the same x+y+z+ for 2 engines if their algos differ they are going to display same normal map differently. You can see it here