rafiii Be aware Designer's openGL render is outdated as hell with very dim highlights vs typical modern game . Iray is better representing what will you see in a game probably . And you should look at such material with sharp light to surface angle to be able evaluate it right . Just my extra 2 c. Front illumination…
Hi Dasha, I hope you had a good weekend. Yes there is nothing wrong about experimenting. In fact, taking older projects and testing out new ways to light, render and animate them is great research and dev. That's usually what I do. Sometimes trying to isolate one aspect of study is the best way to evaluate it, especially…
Its great, HUGE improvements! I like the fog and blue lighting, it's an awesome way to convey dark without leaving areas unlit. Ambient light will wash all of your shadows out like Rooster said and really start to rob your normals of detail. Try your best to fake it with blue lights. You might want to experiment by using…
Hey Choppz, this is looking good so far! Something I see with a lot of abandoned environments is trash/debris in the corners to push an aged look (if that's what you're going for) A slight volumetric fog will help push a dusty feel for this, and that will help bring out the window light. If your walls have wallpaper…
Hey Ryan, Thanks a lot for this! I've replicated it in my own scene now and it's working exactly how I wanted it to :) Is there any way that I could use a diffuse texture with this? Like, for instance, if I wanted to have this gradient effect overlaying a diffuse texture. I am trying to get a very slight detail of texture…
Haha, maybe you'll have to help me come up with a better title. Yes, it's a recreation of one of the weapons in the game No More Heroes, which I haven't actaully played. I based the design on the concept artwork and took a few liberties in regards to scale to make it a bit more reasonable. I'm working on this in my…
Spec goes a long way to really differentiate material types. You dont seem to have any spec on the metal, which makes it look like rock no matter what. Get some spec on there, Brighter spec for the scratches and less for the grimy parts. Check out some metal in real life and observe that way the light reflects off it,…
I've decompiled the models and textures for a few of the HL2 characters. They do have normal maps on their faces. It's just really, really subtle. It's not like Doom 3 where the normal map makes up most of their detail. The normal maps were mostly used to give the faces a slight bumpiness. Looks like they used the Nvidia…
It is similar to scultping or painting. First get in the biggest shapes. Focus on the composition. And, if it were a game, the gameplay. Then you can refine that a bit by replacing the chunky block out models with higher resolution ones. But maybe not the final high detail models yet. Then you can do a similar thing for…
This isn't so much a surprise.. in fact i first used some other search words before i thought.. hmmm maybe add transparent because decals wasn't very sucessfull.. also it often gives some "markings in underwear".. so even before search engines used AI it was (and still is) sometimes not easy to find some suitable results..…