An ex-Brawl2 project I didn't get to complete within the competition time frame + added extension hence opening this thread because amount of effort for me at least working on such a very complex asset and which also remains my primary goal too finally wrap it up along with sharing some progress, as well.
Hello, I would like to share a project inspired by Star Citizen and Subnautica I’ve been working on as part of my learning experience with Unreal Engine and improving my environment art workflow. There are still areas I’d like to improve, but I learned a lot from the process. The full project on my website…
i did this primarily because I'm going to need it at work on monday but it's a neat enough trick that it's worth sharing here generally speaking I don't do a lot with fx-maps. most things can be done better in pixel processors if you apply enough maths but in this instance I will need to take advantage of their inherent…
I believe they are referring to how this will look when baked. Unless you don't plan on baking it? You can still achieve a sharp look in your model, with subdivision. Loosen up the edges, and apply a material with a specular level and some glossiness highlights. This will allow your edges, to still look sharp, in your view…
I find it hilariously ironic that zacd has taken it upon himself to instruct per and earthquake in the terrible advice thread. Anyway i always interpret the increased texel density on the head thing as a way to create a focal point with sharpness, and that raises a question: I've seen uneven texel density have a…
What you are seeing is the vertex normals are split along those edges. Vertex normals control the direction that light bounces off your polygons. If your vertices are split on an edge, light is reflecting off the adjacent polygons in opposite directions which results in a sharp break. If you want a visual representation of…
First thing that really stands out to me in your first scene is how empty or flat it feels. This should really be your best piece, since this is what I see first. The walls and floor are really flat it looks a bit bland. And some of the edges / corners seem too sharp, like on the archways. I'd recommend getting some small…
Edges of your high polygon are too sharp for sure (see all the aliased edges on your normal map, it's 2048^2 and the captured curvature changes are like 1px large. Any smaller resolution and they'll just disappear.) But the black lines remind me of a similar problem caused by when the low polygon model has a break in the…
I wasn't talking about the pose, I was talking about the modeling (which has gotten MUCH better, btw). Like, the main body section was too sharp and flat. The concept image looks more like a diamond, while he modeled it very flat. There was a sort of rib cage area that was missing in the first model, but he's added it.…
Nice website layout, my main concern would be your models, in particular your normal maps. Many of your models appear to have very sharp edges and are reading like low poly models. What you want to do is create the illusion of rounder edges on your low polys. To do thast you will have to revisit your highpoly models and…