For the diffuse coefficient render output, set it's gamma to 1. Ensure your materials are set to 100% diffuse amount (defaults to 80%). That could be what's washing it out.
The required amount of padding depends on the filtering method too. Here is a writeup about it on the old wiki: http://oldwiki.polycount.com/EdgePadding?action=show&redirect=Edge+Padding
Love the amount of different styles and works here :) ! I'm currently working on this "Ech-Shaman who is sick of all the garbage in the world and tries to do something about it :) ''
Thanks that was really useful i altered the head and body uvs so that they are on the same uv sheet and symmetry'd most of the body over to double the amount of space available
The tail looks pretty good from the side, but from the back the layering on it gives it a weird effect. Maybe try to lessen the amount with which the polypainting emphasizes the layering?
It's really amazing the amount of work that went into this. How does the topology work going from spaceclaim to max? do you have to do a lot of manual retopology?
Not a big surprise really. The amount of the money the Canadian government was giving (or tax breaks) this industry wasn't going to last. No way it could. Had a good run though.
just wonderfull :D . Great videos. Learned a lot from them. There is really limited amount of tutorial resources out there for env artists. Hope this will change :P
This. They just hit 100k, and with that little amount funding they won't be able to put much time into the game's development unless they're funding it from somewhere else as well.