Oh, that's lovely, thank you! Um, but while it does bring out the characters better, I feel like this kind of lighting takes from the unconventionality and the wickedness? Maybe my representation is completely off, but these are the kinds of things I looked to for inspiration: And so I'm questioning what's a better way to…
The texture resolution is dependent on the projects needs. If you aren't sure exactly what they are, it's better to work big because downsampling is not a problem but upsampling is. So if you work at 2048 you will have more flexibility in the case that you decide you need unique layout for each shoe. Once you get your…
I agree with the above comments.. the UVs could be redone and packed better. Right now there is a lot of wasted space, and with only 1024^2, you want to use as much of that space as possible for details. Also, some of your UV shells could be mirrored (hands, etc). The textures are also looking a bit flat and could really…
hold on there, you're still not capturing most of what makes the original so appealing. that's a concept, not a blueprint, so you better not have tried to line it up in a viewport and model it like it was a perfect three quarters view. literalism helps nobody. i did ~15 or so vehicle concepts on contract for autoassault,…
Hey, I'm using ver 1.8. What I mean by reduced resolution is the working resolution in the base creator panel. Issue #1 When I set the work resolution percentage low and then use the export function it saves out the working res rather than the full res. Issue #2 When I hit the export button it brings up the photoshop save…
Man i feel you on the no social life, me i don't have one at all and to be honest for me i am okay with that, granted it would be nice but any attachments comes with problems in all honesty. I struggle at times with situations you speak of, i'd say a lot has to do with your physical activity, i mean we all sit on our butts…
Great Start! On the whole it looks nice. However couple of things: 1. More spec response from your tiles, use that roughness map and give it some nice variation. you can always use decals or vertex paitning to give it a rough feel in the edges 2. The wall texture is nice and redable (good!) bu the peeling paint texture…
It depends on the camera, but ill talk in general For the ankles. If you have a hexagon that is supposed to be a cylinder, just make it a hexagon. If you cannot do a shape, then dont. Either its a perfect hexagon screw or a terrible ring, and for me the choice seems obvious. But this again depends on the camera. It is good…
Hey! Nice to see you on Polycount Piggy! One thing I'd like to point out is that you need to fix up your light a bit in your exterior scene. Make sure you have a colored ambient source that represents the color of your sky. Maybe a lightish blue. After you have that, get in a Big Direct Spot light that represents your main…
Well, I'm not that sure.... Imagine the distant future like you say, we are at photorealistic level in gameart, can't really distinguish real from cg (visually i'm not talking about animation here which is way more complex), every game asset is based or completely ripped off real world material (digitalized environnment…