Colour and diffuse maps are the same thing (at least, when referring to them in game art terms). They should contain just as much detail as the other maps, it's just that they just all contain different information. The diffuse contains the colour information of the surface and usually there's at least a wee bit of implied…
hey man, this is pretty cool. a lot of is great! i think what it needs is less complexity and more perfection put into whats there. here's my input you're using too many maps. don't teach youreslf everything at once. i get the feeling that you're adding more components with hope that as you do so, the quality level will be…
It looks pretty nice. I love wall design it looks ace. i', sick and tired of scifi design now, but this is something refreshing. I like how u combine circles and flat surface. Imho u could add a little more very tiny details, like flat surface and little square with cables, all electro thingy. The 3d is not so bad but it…
Better Animation - yes, games like Mass Effect and Oblivion suffer from this not just in things like strafing/jumping but the facial animations are always the same terrible ones. I know that having these done by hand is out of the question but I still dont like it as it rips me out of the experaince with the awful awful…
I think the layout is absolutely fine Sage. But you are going to show wires somehow yes? Youre talking about page layout on a webpage right? It's pretty important to add wires, and the stats of the model. Polycount etc. Btw, I think the quality here is definitely professional enough to get you a job. My immediate thought…
As far as the actual character itself is concerned, I think what they have is gross overkill. Nobody is ever going to see that you moved the nose up 0.001%, or made the lips 0.003% wider. It's a waste of time, and as you can see when the guy hits the Random button, it can give some real horrid results. I think you want an…
Rhinokey's onto something here... I was just flicking through your site and couldn't help but notice that the majority of your 2d work (especially faces) seems like you've applied the facial details (eyes, nose, mouth) onto a flat plane, rather than it following the curves of volume you might expect. I guess you've done it…
This collection shows a variety of renders from my Environment Diorama, of which I composed from a webcomic series idea. This floating island in the sky is meant to be the main character's mental space, a place inside their mind for all of their individual traits to interact. The overall composition was meant to be…
Here is an untested alternative that avoids branching, using the fact that a boolean value can be cast to numeric values in Cg or HLSL. const float a = color.a;float rR = color.r * (float)( a >= 0.66 && a <= 1.0 );float rG = color.g * (float)( a > 0.33 && a < 0.66 );float rB = color.b * (float)( a >= 0.0 && a <= 0.33 );//…
Thanks for the feedback! changed the wall textures and softened the replaster texture, and added some props emphasize more on storytelling, redid some lighting and colors. A small vfx to add floating dust, and final touches on post process, and will wrap it up!