@Cibo, right. It's a filter from Photoshop I usually do that with a very low opacity to break up the constant color of the ground and it works great, but with a hundred opacity it'll look like cloud shadows in game and I did this to have feedback and yes you are absolutely right. Think best is to lower the opacity to…
So the idea is that her sword would be the side panel of an actual classic arcade cabinet from a fighting game. I realize that this reference point may be lost on this generation, but to those just slightly older, arcades were a magical place. I remember scurrying after school to the local arcade to play Street Fighter II…
now i don't exactly get paid for saying this but i fail to see how marmoset is not an acceptable solution for this case? if you use a game engine for presentation, chances are you will be cranking up those shadow resolutions, tweak AO, use a lot more lights, larger/uncompressed/unfiltered textures and more fine-tuned…
Bonds is right :) heres the link for you less advantageous types! http://www.catchmyfame.com/2009/06/25/jquery-beforeafter-plugin/ Not really much magic to be had, but still a really cool script :) It even works on my phone browser :P Thanks everyone for all the crits. I'll be working on uploading larger shots and flats…
First, I must pat myself on the back. Alright. I like where this is going! :D I like your plans for adding foliage and decking the walls a little bit (roots and some cracks seem like a good idea). I don't know too much about lighting, so someone else will have to help you with that, although so far I think what you have is…
Aw come on Hawken! :) That's the kind of misleading videos that Wacom keeps spitting out now - using the "virtual world" of motion graphics to make the features of their products appear much better than they really are, with the excuse of it being motion graphics therefore not really a lie. (examples would be the Inkling…
Not bad for what's presumably some pretty early work. As has been mentioned, you've got a ton of black shadows which is really something to stray from (pretty much entirely). This is going to sound odd and I hope it doesn't sound rude, but really I think the ground is one of if not the best part of the painting. It's got a…
If you want to represent the roughness of the lower layer and the smoothness of the water covering it, the best way to do that would be to use a shader that allows a second layer of additive reflectivity. Bonus points if your shader allows you to use a separate normal map as well. Here's an example scene showing just that…
id say the spec map looks worse than it did before. by adding those sloppy brush strokes and overly thick scratches it sort of ruins the map. its fine to have some grunge overlays, but make it useful and dont just blanket the entire texture with grunge. although you're texturing a 2d image, you need to be thinking in 3d.…
@dustinbrown - I wouldn't say developers are looking for magic bullets to deal with anything. Art directors/art teams work very hard to come up with the visual style of their games. "realistic military first person shooters" even have art directors and concept artists sketching/painting for a good amount of time in…