Why don't you just bake down the normals and create an xnormal cavity map in ps and just blend that onto your texture. It will find the corner areas you want and you can use blend if to control the amount of "dirt" or you can even use it as a mask for whatever you want done. you can see an example of this done by racer445…
Not sure if you plan on keeping the pillar you have now, but I highly suggest matching the one from the screenshot. It takes up a 1/6th of the screen space roughly, and helps start identifying the story of the piece. Nice proportions work so far! The lighting is definitely getting there as well. For the UDK scene, I…
and i am just explaining our reasoning, disagreeing with it make neither us nor you wrong or right, it's different oppinions and it is great that we can share and discuss our points :) I also wasn't pointing at your wth the connection to the mod, i understand and respect your standpoint and can agree to some of it. it…
yeah, that's sth i thought about while texturing the disk. i want to have the design of the tron2.0 disk, which requires a more rounded shape. i think i'm at 1018 tris right now... so i have a small buffer. here is a little progress on the texturing. i'm also wondering, should i convert my figur in tris before teturing? i…
it looks like you would have to bump it up higher to get better light mapping detail. You have the pieces at about 1/9th the full size giving it about 42 pixels across and high for lightmap detail. My question is why does you light map for that piece have 4 sides? would it be possible to break that piece into a smaller…
do you know that publishing an app at android cost only 25$ at once for infinite number of apps ? beside, you don't need to post the app at official market :) ps : i can be a beta tester for the android version by the way. pss : other thing : i recently learned that android in world is now 52,5% used than 16,9% for symbian…
Hey Aston, really nice start to this and also interesting idea for your project. One thing that stands out to me is that the stools/table aren't the right size when compared to the railings (looking at the 4th pic in your latest post). Kinda get the feeling that if someone was stood up next to those railings they would…
Okay, so this is how it looks with a total of 6 layers (2 more than previously) and in the first picture you can see how close i layered them together. I used 2 layers of both the 3rd and 4th less dense ones. It definitely looks better up close, and it's alright from a distance. I'll see if i can find a better texture to…
nice job. creepy indeed. the 2 things that stood out to me was the white/blue flag i think could be torn/tattered and i think the blue should be more of a de-saturated dark red, i think it fits the mood of the piece better. Second thing was 2 of the corpses on poles don't feel like gravity is working properly. The guy in…
Great work so far. That concept is awesome. I'd consider making the entrance way bigger, in the concept the BW floored entrance gives a lot of character to the room and it lets a lot of the natural light come in if you don't want it o be too dark. It's almost 1/6th of the space in the concept and in your 3d it's around…