Cool stuff, I really like the low poly character (with the top hat) and the face sculpt. :) The moonlander could use some more detail though (like the disks for example). :)
You can do sinusoidal functions in Filter Forge. For example http://www.filterforge.com/filters/6927.html You might also be able to get it to tile, but I kind of doubt it.
EXACTLY what I was talking about! Awesome example Per. The effect that it delivers reads a lot better and more like the actual material, than trying to layer normal maps.
Could somebody tell me, if the model for M3G hast to consist of one seamless geometry, or is it possible to export the model with bones an geometry in pieces(Head, Body, Arms, Boots for example).
Excelent example gauss. I've never heard of that guy but his art is exacly the RAW talent I was talking about. LIke this one: http://yojishinkawa.com/pics/art/3b.gif
I totally agree Maybe using morph targets for certain situations (for example, when lying on her back, or leaning forward as you say) might help, if complementing bones.
here's an article I wrote on UDN on taking better photos for textures, at the end I show an example of how to take good foliage photos http://udn.epicgames.com/Three/TakingBetterPhotosForTextures.html
Thanks for the help but I am confused on some parts. I can use uv's that are out of the bounding box in a game engine? I didnt think that was possible. For example: UDK?
real nice work u got there. id have suggested to make a few black elements more black.. just to get some contrasty areas in there. kneepads for example or gloves
for me its movies soundtracks (danny elfman, american beauty score for example), chillout mixes of classic music like mozart, chopin etc but also rammstein, system etc.