I've recently sculpted in some details in ZBrush and created a high poly insect model. After that, I made a low-poly, optimised mesh and baked the normal maps in xNormal. The problem I'm having is that the normal maps do not reflect properly: in picture A, with a standard material applied, the light reflects dead centre of…
HOLY CRAP THIS LOOKS AWESOME! http://udk.com/news-beta-jun2011 June 2011 UDK Beta Upgrade Notes New Foliage Editor * Quickly paint instanced foliage and decoration using the new foliage system. * Meshes and settings to be used by the foliage painting tool can be set up in the foliage editor, which is enabled through the…
Thanks for the comparison images, guys. That's really helpful - and cool looking models too! Adding a check box to choose which way the channels should go is very easy. Yes, I will add that to all my shaders. It's a handy feature - especially for a shader that's being used by several different companies. Solving the sharp…
Well, I had a fiddle with things last night and changed the path of the camera after the sunken Rowboat and InfiniteBubblesCannister™ so that it moves a lot quicker over the scene and towards the dropoff. There you can see loads of mysterious lights in the depths behind the silhouette of a huge whale. The problem, is that…
i took the liberty of doing a basic colour correction on your image. I think the environment definately has potential but the lighting is letting it down at the moment. I took my lead from your skybox texture which has a lot more purple and reds in it, whereas currently your image is very very yellow right across the…
I cant really draw anything amazing, i know the basics of perspective and all that but have a hard time doodling anything amazing looking, super out of practice. I don't find it really effects my 3d work at all, most of the environments I have ever made were either based off a concept painted by a wicked 2d artist, or tons…
I didn't look at the assets, but they probably simply painted over renderings of them to make them better readable. If we assume the models haven't changed during development (which could easily be the case, though) then some of the details are simplified or bigger or even translated. If those are the original icons, then…
I have been noticing that some of her planar transitions might be a bit soft, mainly around the temples/forehead and side of her face and I'm going to play with sharpening some of those transitions to balance the softer forms. As for the lighting it will be different in the next update, I play with the lights till I find…
hi there, welcome here :) nice update with the texture. Goes into the right direction. But of course there is a lot you can do. Btw.. painting these kind of textures tends to be easier if you set your material to fullbright (100% selfilumination) in max. That way you don't mix light from the texture with light from the…
Hi Panga! Looking good. Make sure you test that guy under different lighting conditions too. I noticed that photosourced assets like that can look odd as soon as you start rotating the lights around. Also you could try to gently paintover some areas to make him less 'photo' maybe? Eyes will be important to get right too…