I have been living in Seattle for just 8 months now, so some of the more established Seattleites will probably have more useful information. I live in Belltown currently, which is the district just north of downtown Seattle proper. Lots of bars and restaurants in the area (all overpriced), and tons of new apartments and…
hey mike, cool stuff! These are nice environments.. the texturing really bothers me, I agree with MoP on the contrast and color choices. Honestly, it's just that Normaly Doomy3 look, not enough baked in light/contrast info in the texture. I'd encourage you to keep playing until you find a good balance, the rendering of…
I should have mentioned how I would address the unwrapping also. Each side would have its own unique UV space so the flipping wouldn't cause a seam. It would solve the need for a second UV channel in which all pieces have their own space, (already taken care of) for light and normal maps. At that point you might as well…
I’ve been developing a fan-made Overwatch character as part of a 3D character study for my portfolio. I’d really appreciate your thoughts on both the visual design and the abilities, as well as any suggestions you might have.
The beta shows good potential. I think pior meant to let the user import an identical mesh to copy its UV layouts and replace the already loaded UV layout inside UV-Remap. Right now users have to import everything back into a texturing software to rebuild dilation/padding.* If an option for dilation/padding (extending the…
I am working on a lighting study and try to re-Light this beautiful scene of a Sci-Fi Bunk created by Liam Tart. Here is the Original scene of Liam Tart. Any feedback would be appreciated Thx :)
One thing that I can think of right know is that if you are using volumetric fog (which you are) is using a particle system to localy drive the fog color and extintion values. The particle position will affect the fog localy so, I you are using either a static image or video you can tweak the fog shader to create a subtle…
Hm, not a huge fan of that latest picture. All the colours sort of blend together. The scene actually pops out more than the character! Here's what it looks like in black and white. On the left is the original, desaturated, and on the right is just a paintover I did I abused the dodge tool, so that's why there's a lot of…
I think you are on track for something that could be interesting. Right now I feel the first pan is too slow, I lost interest and skipped ahead. I don't think it is as much of a lack of perfection, as it is a lack of focal points or POIs. Do you intend to add objects or areas of interest a long the pan? 1 or two might do.…
@Benc: Yeah, you're right, don't know what I was thinking. Here are some shots of the model with wireframe: High Res shot where you can actually see stuff: http://i.imgur.com/wWpMZAx.jpg (ImageShack isn't the best >.< ) And I've gone ahead and UV'ed the car, here's the result (might move things around, but i'm sort of…