Cool, do those barrels have a spec map? You could probably slightly reduce some of the overlays from the diffuse and instead crank the contrast in the spec to get a more metallic look. It's a bit too matte at the moment. Also be sure to pipe a value into the Spec Power / Glossiness node that's higher than the default 15. I…
I think the reason that most stores don't offer flac is because that most people buy mp3's for portability and not quality. If they see that they can only fit 10 albums in flac as opposed to 50 albums of MP3s, they are going to buy the MP3s to fit more albums on whatever portable device they are using. So, I think it's…
Minor update, draped some more towels around, still screwing around with post processing. Right now using a 50% blend of the 1st and 2nd LUT, I also added a postprocessing material effect that lets me blend in colors and adjust contrast on the top and bottom of the screen separately. I'm sure my post will still change…
Make a crap ton of black thumbnails. Silhouette is usually the most important aspect to good character design. Even if you have to make 50+ thumbs, it's better than just sticking to a few possibilities. Had to do that myself a couple years ago. Hurt a lot, but ended up with a better design than what I originally thought I…
completed everything in spelunky. The shortcut guy is quite a bit more useful. Although the newest releases made it so you can't jump with him when attacking. I've just not updated to any newer versions because of it. Completed over 50 times now. teleport I never found useful. jetpack and shotgun are useful as well as…
It's not too bad, it'll help your project stand out from the rest. This is lookin' pretty good :) I still agree with a previous comment that your roof tiles look a little "pillowy." They should be a bit more flat and creased at the edges. I strongly recommend duplicating your grass / plant texture in the planters to…
We're able to use the lightmap baker without too much hassle. Our scenes are very simple though, for mobile. Usually a terrain with less than 50 meshes. We make custom lightmap UVs in 3ds Max, to hide the seams, and many of our meshes use light probes instead of the lightmap. Blob shadows. I can definitely see how…
To add, around 50-53 minutes in it explains how they do it. In short the scale of a terrain object affects the tiling of the detail map so that tiling is consistent regardless of whether you scale up or down. Other than that I believe they just kept the values of their terrain objects and the global terrain very…
The environments themselves seem pretty good,, but yeah as everyone said, the lighting/presentation is really making them look much worse. What engine are you usung to light this? Btw here's a decent ref: http://www.itchy-animation.co.uk/light.htm Maybe remove all textures, and light it with a 50% grey material applied.…
heres an update i think im nearing completion. As always i would love feed back! i feel that the brush metal looks like trash but im not sure if thats because of the resolution of my maps 1024 x 1024 or that im just not grasping the essence of the material. all maps are shrunk to 50% originally all are 1024 x `1024 screen…