Hello. I personally prefer to decide on a background \ context before starting to paint anything. Like, there should be a full sketch of how the scene is, with all objects in place, before you go forward. It's that context that will give you hints of where the light should be coming from -- is it torch light from the walls…
ive done a bit of DS and handheld development in my time and its completely possible and very fast to render the scenes like i painted there using vertex colours alone, you would need to add a few cuts but nothing the scene couldnt cope with maybe 20 extra tris in the room and a few more in the church but still you can get…
@Striff -- Can you be more specific? What do you think needs more spec? With the exception of the pipe running through the scene, and a few other metal bits here and there, the rest of the stuff was intentionally given low specularity. Most of it is supposed to look pretty dirty and flat (adding some more obvious dirt to…
The UDK is the UT3 engine just updated :P You can take your UT3 scenes into the UDK and revamp them if you wanna, that's what I'm doing with my demo reel that I'm putting together, I had a few UT3 scenes and I had them pretty much done when I took them from UT3 to UDK to do a few final tweaks with the lighting and such to…
This is possible, but it's slow. I wrote a script a while back that did a per-pixel test for selection, and it worked like so: Duplicate all scene geometry into separate polygons hide everything else Color these separated polygons each with a unique color (255*255*255) possibilities Don't use the max background color, or…
so the space ship want bwwaaa and right out the window. I decided to scrap it since I was having to come up with concept and color schemes for each piece that I made. So I ended up starting this scene...an oh so lovely alley way or dead end city street. This is a compilation of many different props put into one scene with…
I really liked that. I remember jamming to game soundtracks on my dirty CRT as a kid. Tried to replicate a bit of that feel. Not much progress since last time and the composition needs to be adjusted to account for the lack of light from the screen (also I may have overdone it), but it's a cool look. In other news, I'm…
Great feedback, thanks guys :D I've addressed most of the issues you mentioned now, added a lot of breakdowns with triangle and texture size info, texture sheets and wires. I also tweaked the CV text and the border color. Are the tree breakdowns for the autumn scene informative and easy to read or do I need to change them?…
Hello everyone, it's another update :) Some stone props and Go (game)! if you know better combination of stones (I mean 'go' items, these round shapes on the table), please tell me. I didn't know the rules of Go before this scene and never played. Just googled its basics and take this position from random photo) these…
Available on Fab and Gumroad Contents: 1. Introduction 2. Perspective Lines 2.1. Setup 2.2. Settings & Features 2.2.1. Default 2.2.2. Tags 2.2.3. Toggle Line Types 2.2.4. Line Dimensions 2.2.4. Material Settings 3. Perspective Grid 3.1. Setup 3.2. Settings & Features 3.2.1. General Settings 3.2.2. Toggle Lines 3.2.3. Line…