the contrast on your specular isnt high enough. neight is it bright enough. That why theres not material differentiation. Nor is there enough shine on the metal. also, on the metal, there is no "unique detail." What I mean is it kinda looks like you just slapped a base metal texture. I dont see enough detail that suggests…
Great points Snader. I agree with everything you say. I'm a firm believer of finding that balance to make a memorable character. For instance, 'commander vanderhuge'. His outfit is very functional and aesthetically pleasing. My main issue with him is that if you put him into a group with his men, you will lose him in the…
So I finally got around to organizing my brushes today. It took me about 10 hours but I have everything sorted now and I thought I would share it. There are approximately 170 brushes total. A lot of the Photoshop Brushes I use are from this thread, Adonihs, MightyPeas, and Racers brushes to name a few. I even have a few…
I have a friend who now works at Bungie. He worked at some smaller game studios and kept applying. His work continued to get better and eventually he got a job there. That process took some time. About 7-8 years total. The length of time it takes is more a personal thing. What is your life like? Do you have kids or any…
Hi! It looks like you may have made your model in zbrush, and the model itself is pretty messy, which is not helping you out here Things like this draw attention away from your textures and give the impression that you didn't want to spend the time to clean up the model. Did you do any research or find any references to…
Hey there! I'm kinda new to SD (and to this cool forum!) and I'm trying to create color variation for a simple tile texture. the logic is that I want the user to pick how many color he want to have, and add weight sliders per every color. here is an example for hard coded one with some histogram select: The issue here is…
Heres a crosspost from the workshop thread (I don't know if you go there often) A little tip on how to optimize the eye a bit. You should connect the edges like the example below instead of collapsing the edges to one point. It will make it easier on the engine to read lighting information as well as reduce the number of…
Hi Buzz, Great stuff looks very promising. Can't wait to try out some new things. For some reason you're example file crashes (BCORE_EXAMPLE.tmd). Was there a new fix? I'm also also curious how to setup the baking of the textures. Is it something similair Wenda showed in his tutorial? Can you perhaps include a new example…
I've found it to vary between company and company. For example a prop artist might create prop after prop where as an environmental artist might be responsible for assembling the props in the scene, handling the lighting, etc. In other companies, lighting for example falls under technical artists and environment artists…
Hi Frank, first of all, thank you so much for taking the time to write this in-depth feedback. I’m really grateful that you did that. The branches on the sword really don’t look like the ones on the shield, i definitely need to go back and redo a lot of stuff. i’ve already made some changes, ditched parts that I felt that…