I think you should slightly reduce the giant protector-things you got on the vambraces, they look a tad silly right now. Maybe angle them like you had it on the concept. You might wanna consider something to protect the eyes a bit on the helmet. Like some kind of metalic-net-shape thing (thinking Kendo/Fencing protective…
Hey everyone o/ I'm working on this armor set for Conan exiles, I was hoping to bring it out before their next major update on the 16th but at this rate, I don't think I will hit that objective. I'm posting some progress up now to get some feedback because I'm hitting that tunnel vision from working on it too long and I…
Thanks for the responses! The lighting was sort of a mood "paint-over"; I just placed some dynamic lights in the scene and screen grabbed. I hope to incorporate much more detail once I settle on the tone I like. I think this one is working okay but as stated, I'd like to supplement some additional lights (candles,…
New one is pretty cool! I definitely like the sound and feeling of quality to the production in general, but I can't help feeling the song is fairly generic in this style unfortunately There's nothing that really makes it stand out from the crowd, as it were, which I think is what you have to do to make a name for yourself…
I'd make one light arrangement. It will give the feeling that saloon is in the real place and not just lit in the studio. Plus, you can play around with the lights and make each side look interesting. Maybe the front entrance can stay in the shadow instead of the back side, because it has some emissive materials to break…
Judging by the screenshots (don't have tf2 installed right now and can't) I think I like the nighttime version better. I'd make the inside of the ship way rounder, round corners, round doors, everything. Would make an interesting contrast since the red base is quite angular. And yet it'd make the inside of the ship feel…
If this is for unreal, it doesn't matter if you are using soft lit translucency or a 1-bit masking shader in terms of texture memory. Storing an alpha channel converts a texture from DXT1 to DXT5 in UE3, and that doubles the texture's memory usage because of the way compression is handled. If you do split your alpha map…
That fits. Conversion between smoothing groups and not smoothing groups is kind of not possible (face boundaries vs vertices) For the OP - when you Boolean in max (maybe proboolean) it generates an edge selection where the objects intersect. I've used that to generate fillets/clean up/ make welds etc in the past
I think what loggie24 is trying to say is that when you supply the material with an AO map then you get all those nice little shadows on the material and it looks the way it's supposed to look like only when the material is in the shadows. As soon as the material is directly lit in a game engine the AO map doesn't have…