Really pay attention and stick with good reference. Your bricks are really soft of poofy, and the edges are really mushy. Try to get sharper shapes in there, and when you do want to chunk up a brick do it in one or two spots, not evenly along all the edges. Its key to have a combination of large and small scale detail, not…
AH so it is flipbook phew. I was worried you were generating them with some crazy ribbon movements or something. They look so fluid! Thanks for the answer. Im still interested in seeing what the lightning flipbook texture looks like after the comp. I have some issue with lightning charge up effects. They always come out…
hi @Sunray I would hide everything but the face and really work the forms, gather tons of reference, the eyes seem a bit small, so does mouth. Overall your face is really soft and mushy, try to define the planes of the face, i struggle with this my self but the more reference you gather the better i did a quick draw over…
I'm with scoob here. This COULD go hand painted, or it could just be unfinished. Also what are you planning to do with the normal maps and high poly? Are they integral to your end shader setup, or are you just doing it that way because stuff in unreal tends to have normal maps? IN a lot of ways the bloom and soft falloff…
Day7: After reworking some of the textures, and adjusting the arm guards, I wanted to see how the assets on the Samurai would look with a walk cycle. There's still a few more meshes I have to create for the armor as well as some soft cloth assets that will be apart of the clothing as well. Here's a look at what I have so…
In Marmoset your mesh settings should be configured for MikkT tangent basis. If you're still getting seams, try baking with a full low poly with a soft center edge loop. Make sure the UVs of the duplicated side are offset 1 unit in UV space or you will get bake artifacts. See also: http://wiki.polycount.com/wiki/Normal_map…
I'm getting pretty sick of indie games that define themselves as indie by having shitty mspaint 2d artwork and some soft piano music. Vehicle sections in games that aren't about vehicular combat or racing that go on for way too long or aren't just shooting galleries. "Oh hey, there's some awesome ideas for multiplayer…
Your claws should have more silhouette prominence, and the silouette should dramatically feel more dangerous than this soft feeling we get on t he rest of the rat's body. Communicate that the hands are dangerous. The mohawk should have a specific silhouette, instead of just this random placement with a gentle gradient of…
This looks great so far, excited to see what comes out of this.
I also think it makes a big difference that you have a detailed backstory, gives you the possibility to realy bring the environment to life. What is your light setup, especially on the very first screenshot? Your shadows are so soft (which looks awesome), are…
Progress: Moving everything to high poly and resolving pinching issues. Removed Max's stuff, added the warboys upgrades. I'll model the harpoon cannon on the back separatly. Still working on the engine; 1) resolving blower and belt connection 2) no reference for the back, I'll just umprovise 3) needs work. If anyone knows…