Thanks for the crit always appreciate it! I've been trying to get away from using blending modes and layers so heavily in my 2d work and focus on a more single layer style work flow, but bad habits are the hardest to kick. I'll keep your advice in mind the next time i dabble in photoshop though and maybe that will save me…
if you're on a recent version of Mudbox, then you don't have to worry too much about changing details on your mesh (paint or sculpt) after you have started work. Mudbox has a 'Transfer Details' option, and a 'Transfer Paint Layers' option. These features allow you to make changes to meshes and texture layers even though…
Initial normal map bake. 1024x1024. I'm pleased with the amount of detail captured so I'll spend the rest of the day cleaning it. I'm thinking of baking the belts straight into the pants; I'll see how that looks later. There are some weird artifacts down the center of my model and I'm assuming it has something to do with…
I think it's a different spin on hand-painted, with the photos used in there. Interesting, but I think I'd prefer a purely painted texture (That's just me), only because you run the risk of art styles clashing in the scene. I think you could put some of the grass blades on layers that are above the rocks, as it's obvious…
Here are some renders of the model in maya. The upper clothing is actually made of 3 layers ( base body shirt, vest and outer coat), which i don't really know if models in games should be made this way. 3 layers are hard to weight when it comes to animated characters. I'm new to this so any insight on how i could improve…
I am texturing low poly sword atm and I also have some hard edge problems here. I decided to build my normal map in layers. So there are many layers with details but the main shape has no normals because it does not need to have them. Some details were done in ps with Ndo app and some were done in Xnormal after sculpting…
Ok sure! I'll set up a post over there later today. I was first using the Sequences roll-out in the main WWMT Floater UI. I followed the video tutorial to export the mesh and Idle animation but that's when I discovered the next animation, in this case the Die, had to be later in the timeline within the same max file but…
Think about ur shape holistically, volumetrically. - Put an initial layer that excludes the drop shadows (=background color) - Put a 2nd layer on the planes that face the light source (radial forms get a bit more gradient) - Add core shadows - Add highlights If u'r unable to perceive the drawing as volumes and forms, get…
@Nitewalkr, yeah... In January I was looking for a key and would have even bought one for like $20 if necessary but most people's offers were $60 games or even more because people would pay that... Then a few weeks later I got invited by Valve and now another few weeks later it seems the invites are pretty much worthless.…
I love it when a little bit of Science gets thrown in the mix. Great tutorial images. Love the presentation. Though it's always nice to see the tools being used, because seeing a picture of a brush and then a finished image is a little bit like, "here's the brush, and here's the finished texture! :D " Maybe showing how…