Thanks for the crits, people! I've desaturated the light a bit and brightened it some more. Right now I'm a bit concerned about the scale of everything, particularly the lamp in the background. It looks really small but compared to my character reference it is in proportion. Any ideas why it might look so small in the…
Specular Level = the brightness of the specular. Depending on the shader you could use a color map instead, both to control brightness and to colorize the specular. http://wiki.polycount.com/SpecularColorMap Specular Gloss = the width of the specular. A tight specular mimics a very smooth shiny surface, a wide specular…
Well the issue is i had darker version and the problem was you barely could see anything. I had to decide whether I want it be more dark and you can't really see anything, or over bright and make it brighter, but at least you can see what is going on. I will try to tune it down, but I'm not sure it will work well though. I…
We can't print this due to the amount of content that refers to games and other applications we do not have the rights for. The pages above where from an older build I just gave that 2 page spread to those who where in the livestream last night as a door buster gift so they might get some takeaway from visiting last night.…
Hi! This is a cute idea! Good job so far. Its not only the anti aliasing on the mats. It looks like the antialiasing is sharp anywhere there is a hard edge in the image. Like the wooden beam on the tpo left, the metal poles, and even the bannar and poles in th eback right. What do you think this image would look like at…
@zaha Thank you for the feedback, you are definitely right on the red, it wasn't that red in the concept either so I will tone it down. The lighting is totally provisional so it will change a lot also, I just threw in a couple of lights to render it. And yep that spotlight is too bright, I will probably take the emissive…
Yeah definitely moving in the right direction now :) Just play around with your light intensity, indirect intensity, and exposure to get the look you're going for. When you're happy with how it looks you can make some final adjustments with post process. If you want to get the over-bright blown out look for the light…
Oh missed that, sorry =/ The example on the left (original) is an indent that was baked from a piece of geometry. It's as correct as you can get. The example on the right is the same map only rotated 180 degrees in photoshop, which because the way normal maps are calculated, causes the indent to reverse and pop out. I can…
Some of the games mentioned look like they have some solid mechanics, Mount & Blade looks interesting. But to me they still all look to...floaty...haha...No real weight to it. Too much hit & run type stuff. I'm obsessed with the look and feel of things. An idea I thought might work is simplifying the whole thing a bit.…
Cool stuff, thanks for the info! Yeah I'm actually using purely dynamic lighting for these videos (no baked global illumination), due to the possibility that it might look strange when having baked shadows when a lot of the objects might be moving. I'd love to try out some baked lighting setups and possibily baked…