I needed a way to show both the initial light colour before the intensity modifier, and the light after the modifier. So the left shows the final light, and the part to the right shows the initial colour. Ambient 2 is basically where you can put in a bouncelight colour, or a secondary light source. How it looks in the…
By real time rules I mean: - Hugely expensive rendering techniques you don't find in real time games. - Stick to standard point lights. - Don't use photometric lighting it could give you drastically different results. - Don't use final gather, Global illumination, radiosity or just about anything that calculates bounce…
What was your reference? Because you're off to a good start, but it just looks a bit unappetizing at a first glance (soft, smushy and somewhat shiny), but I might simply be expecting a different kind of bread. The softness might be due to the mesh bulging out between the cuts and the cuts sloping down too gently in some…
Hi all, got an update here! Lately I've been thinking about my works so far, looking at my old stuff and reviewing them. It's been a couple of months since I started this practice regime thing, and I think I managed to improve a little - though not as fast as I would have liked. I know that improving takes time and all, I…
Serioulsy do you even listen to NPR or do you just drink the conservative kool-aid? You're so far off your nut its not even funny. What he said was, they should of cut out federal funds from their budget a long time ago. That's a far cry from "can't do without". The instability of "will the republicans cut funding or not"…
I want to thank you all for your kind and empowering comments! I never thought so many people would answer! <3 I've been really stressed the last few weeks because I felt like I had to make a life decision already... But after reading your comments I see that this is definitely not the case! No matter what I decide to do…
i think it might be ur lighting but its way too dark in ur posed shots to see any detail. or any information at all, for that matter. set up a proper 3-point lighting for ur display or something. cant crit on what cant be seen. also, im not too sure how much ur normal map is really doing for you. alot of those details look…
Hey everyone, I’m starting a WIP thread for a hero environment prop I’m building for my MA Game Art “Developing Skills” unit and my portfolio. 🔧 Project goal I’m basing this on the “Blast Furnace and Blacksmithing Equipment” concept from Dragon Age: The Veilguard (Creative Uncut link):…
First thing that comes to mind for solving this sort of thing is using modularity of some sort. As for the reasoning behind using bigger normal maps than diffuse could be that the surfaces become more dynamic in different lighting conditions, in turn building on top of existing diffuse detail.
I run LifeIsStranfeFans.com, a fan site for the narrative-driven choice-based videogame Life Is Strange, developed by Dontnod Entertainment and published by Square Enix and we're currently running an Environmental Art Contest which I figured might interest some artists here. The top prize is signed art by members of the…