Actually, if you feel rusty you might want to do a ball bounce. A lot of animators do those from time to time as a warmup. In some film studios the animators will kill two birds with one stone- the animatics use a bouncing ball as a stand-in for frantic character movement.
Fantastic vegetation and colors, love the reds in that Swedish mansion level. Also, that stone wall in the forest environment kicks serious ass, the cybernetics tower is cute, and the Source-engine project looks promising. Nice to see more shots of Bionic, too. I'm sure you'll find work.
Been a while since I've done some stuffs so I'm making a clock tower in Zbrush. I'm trying to stay solely in Zbrush and get that flow down. The clock and the overhang are pretty cool but being attached to a stone slab isn't working for me so I'll be re-doing that... Baby clock on its way to becoming a man clock
OK warby I found something similar to what you're saying. I think you're using unsigned normal maps, which for your engine means a 128 color is considered a non-bent normal (pointing straight up on X/red). Here's a quote from one of our graphics programmers: [ QUOTE ] Signed normal maps are useful for helping to hide…
First iteration of textures. The metal should probably be darker. Although, if I do, I often end up having 2 different style. One for metals, one for stone. I have trouble combining these in stylized PBR, I feel :) Feel free to drop any comments :)
For your tiling problem.... do a bigger texture with more stone and lava on it, this way, the tiling will be less visible, since it's taking longer till the same part repeats. I hope you understand what I mean. The texture btw is AWESOME. I really love your style.
Great progress so far! I agree with above, push the stone texture even more and give it more shadows and highlights, as well as the leaves. Also, an Ambient Occlusion map can be really usefull to add for hand-painted texture in my opinion. Keep up the good work!
Decided on a small color scheme and threw some paint on her so I can have that direction. Most of the material types that will be used are woven threads, leathers, with a few metal pieces. And the relics will be stone with the emblems glowing. Next step is the infamous retopology which I'll be doing in Maya.
A update from the mask front. It should be all done now. Not too happy with the seams though, I hope in game they aren't as strong as in marmoset. Skinning is up next. And then the stone summons which I have a unique concept for. Hope it works. turntable (8mb): http://i.imgur.com/1LYiYTj.gif
the chrome seems like stone with random splodges smeared around , i would study material definition instead of worrying with presentation, its not the presentation that will show that you understand that topic of texturing. Also , ditch the background in the images and the outline, seriously whats wrong with a simple dark…