Looking at it now with fresher eyes, I would say you are absolutely right with the light in the top left. I'll keep that in mind for my next projects. As for the brightly lit areas, I was using the concept I had as reference, but I felt that the contrast between the 'cold/dark' areas of the room and the brightly lit lamp…
Alright, my set didn't really get so far - now I'd like to know what's wrong with it. What were my mistakes? I have a few specific questions, but it would be great to get some feedback at all. Just bring on the truth - I don't want you to be nice, I want to learn! Concept (full set ingame pic) Bad hero pick? Does the set…
I have used this guide to make the tetures using the bentnormals maps and coclusion to add the detail since I am so bad at texturing,havent donde all the steps since it seem to give a metallic feel to the texture http://steamcommunity.com/sharedfiles/filedetails/?id=123397498#19244 so right now the hair is just one plain…
+1 to trimming your portfolio. There's a lot of work here, and some of it is notably better than others. While nothing really jumps out to me as really "bad", the idea behind trimming it down to your best few pieces is that if someone (say, a potential employer) is looking over your portfolio and they see something…
The movie was pretty bad. It started all right and was all right up until the third act. Then it dragged on and on and on. And the acting was pretty bad. Like the only person I thought who did a good job was Superman's Space Dad. They gave no reasons to care for anyone besides the only three characters they fleshed out…
As stated by others, most engines out there only render triangle meshes. Software or hardware side optimization aside, there are other pitfalls caused by geometry, here's a few examples. The original polygon models on bottom, bad render mockups on the top. The left and right ones demonstrate bad fills in different ways.…
Not a bad start, engines do support sizes that arent square but are a power of 2 however in this situaion I think you should use a 1024x1024. the way this wood is going to be used it could do with the verticle variation so it doesnt look like its repeated. Also the current texture has too many artifacts, these are bits of…
Here's an example of where they both suck. Yes, it's a bit contrived, but now you can see why all the techy panels in the Doom 3 world or kind of soft, or they slightly bevelled everything on the first place: (these are sized down, so some of it's lost I guess) [img]http://www.members.shaw.ca/whargoul/bad normals…
I mainly asked the question cause the project I'm helping with. We are using a heavily modified quake engine. So basiclly all the bad poly placements and flows shows up on the low poly and local. A lot of the effort has been going into knowing how to do fix up the low poly so it will look good in game and I very often…
@Obscura ; That grass looks bad, to me, and I keep giving my attempts a green-ish colour just for the sake of being morally allowed to call them "grass". If it cant stay above 100-110 on a GTX980Ti when all you see is the terrain and some good looking grass, achieving 180fps when the grass looks like something that came…