Actually Vig, that's a pretty inefficient gaming machine for the money and a low quality mobo. And also, about ATI having horrible driver support, they fixed that about 1.5 generations ago. And even if you still disagree, so many people hack the catalyst drivers it shouldnt really matter anyways. If this is a gaming…
I think you should change the tile colour, or tone down the saturation of it, i've never seen tiles that colour, it's too similar to blood, unless that's the look you're going for. I would also up the brightness a bit in lit areas, maybe throw a low intensity ambient light in there. keep at it you're doing well. :)
lol they really need to get someone to handle PR. Nice to see they are still trying though, lets see what happens when the mythical sdk is finally released :) . My guess = no dynamic lights, no animations for point cloud models and no shader support as Im guessing each object is lit and textured on a per atom colour.
I would try to take some of the blackness out of your cracks and let the normal do its work on them, if its too dark it kills the normal map when lit. everything else looks pretty good man, like luke said, put it in UDK and get some nice bounces to the lighting.
It could also be possible to offset the ramp shading with a texture, which would allow for some areas being more easily or always lit (faces) or in shadows (underside of Sol's kneecaps). It'd be a bit more intuitive to manipulate for an artist than the normals. Kind of like an ambient occlusion term but in both positive…
Areas that immediately stand out to me are the creases and folds on the clothing, they look a little bit blobby at the moment and maybe you've gone a bit too far on the arms although that may just be because you haven't done anything on the chest yet which obviously makes for a weird contrast. In regards to that I think…
Yep, I knew it would happen. Difficult to fit 800x600 image browsing plus the sidebar. I think I need to shave 20-25 pixels off somewhere in the css layout to have it fit in 1024. My thinking was that most of the people looking would be art types running at least 1280x1024. It is a little bit of a bugbear of mine of…
Evening folks. Just a wee heads up on a UV mapping proposal I've posted on the Silo forums. I'm not posting this to get people to jump in and support me, but to point out any flaws or anything that I missed. There is no need to join there if you are not a member, just post any response here if you do feel inclined. I'll…
There's no real reason to not use UDIMs - it's just another texture set as far as painter (and anything else) is concerned. In painter they can be named and export presets can be built to output whatever file names you like (on the most recent versions at least). We're actually using the UDIM workflow in painter quite…
Fun concept. Face needs anatomy help. Several smaller elements and bony landmarks have been missed. Color zone is monotonous across the skin. Lips don't curve around the face and indent at the sides. The eyes are oval. No sternocledoid mastoid defined. Do you have an evenly lit turn around of the head sculpt?