I like to approach all works as new fantasy worlds by default. When written right, these will gradually draw you in, explain beliefs, fears and expected behavior without forcing an encyclopedia on you. What really matters is if the game and the story are actually good - the rest is merely a world-building style. I've seen…
Might be a bit late at this point, but (talking about her head/facial features) I feel like you're missing the stylized cuteness that all of the paintings on your reference sheet has. This sheet: (Posted again for easy comparison) I think it would be more successful if you pushed it further in the direction of the concept…
Look at the nose ridge, noses don't generally look like that. Thick about the bone structure under it, if anything it shouldn't dip as much as it does.
not that I am into unity, but it's nice that you release your lightmapper! I've looked into your code. And having written a similar tool for luxinia once, here is some hints towards better efficiency and higher quality results: raycast vs raytrace Don't trace from lightsource to object, but do the opposite. That is shoot a…
Hi all, Not sure if this is the right spot for this sort of discussion, but I’ve been curious about the use of AI for indie devs especially given recent articles about key games winning or being disqualified for using generative AI. What are your guys thought on AI usage especially for indie devs in a small budget and…
In glTF PBR, metalness cancels out transmission. I suspect Substance may follow the same logic. The idea is that metals are not transparent, so as you increase metallic the transmission is decreased. In metallic-rough PBR, metal should be mostly full-metal or no-metal... partial-metallic causes non-physical shading…
Nope Nope Nope. Don't drop money on a college that volunteering for a game development team on your freetime will provide you. If you want to make games, literally make a game. Quality will vary, but you will literally be making something that professionally you make anyways. $30k with a degree you've already earned? This…
A mix of Photoshop/ Substance Designer . Still Photoshop is pretty much dominant in my workflow currently. I even started to use a lot of purely SD approaches in Photoshop with Gradient maps, hi-passing depth , offsetting linked smart objects, max/min things, layer comps exporting etc. plus a lot of help from Filter forge…
this is what i meant with the nose i'd just align the alar wing with the septal cartilage http://www.idrawdigital.com/wp-content/uploads/2010/03/nose-anatomy.jpg having the nose pointy is totally fine with me, it just feels kind of wrong to me, it doesn#t have to be 100% aligned, but i'd move the septum a little up and the…