Yeah I started the blockout yesterday and will post it when I have all assets in there. Later today. The blockout already made clear that, e.g. the exit door on the left is far too tall for a human, so the window in it doesn't make sense. And since I am putting everything into 256x256x256 dimensions, I was forced to…
Wii textures are usually compressed (from TGA source) because the memory is very tight on the Wii. You can find some Wii texture info here. Also here's a quickie rundown of the most popular formats... CMPR TPL is the most common for textures without alpha. It's a lot like DXT1 compression, in fact it's a very close…
Took given advice, adjusted the F Stop to 7 in the first image. The second image is me going back and re-doing the tutorial to make sure I had all the same settings. Both images however, before and after adjusting the f number are about the same. Now it seems the problem is I'm way too bright. What I don't get is that the…
It's been a long time since I modeled anything with ZSpheres, but the trick is to use more of them and scale them gradually to achieve the subtler transitions in form. A quick, exaggerated paintover to show what I mean: I think what Peter is referring to is the similarity in size of the front and back legs, and the overall…
It's IMO better to do in a vector based soft. Microsoft free "Expression Design 4" for example could put up to 10 alternating pieces of bitmap images along a stroke + separate start/end images, RGB or B&W, tiling like a snake, stretching to stroke extent or scattering around randomly. And all this perfectly following a…
Great stuff to begin with! I really love the touch of asian construction on the right bottom :D I don't think Im much qualified to critique your piece but just so suggest something, I feel like the image lacks the kick regarding where to focus on at the first sight. (please do take this with grain of salt) To elaborate a…
I like it alright. I don't mind that every image is all on one page. However, it places a strain on loading the page that might not work out so well for some. Using thumbnails for all of the non-main-beauty-shot would help and organize things a little better. Speaking of organization, the content is a bit all over the…
Great stuff I love it all! The site however needs some work, it would be nice if each sections (characters, lvl objects, vehichels ect) had its own splash page with thumbnails for each model in that section. Also a forward and back button scheme that lets you browse thru the images quickly without clickling on little…
Nick says basically the same thing, but in more detail. http://www.max-realms.com/modules/tutorials/guide_to_hdri_lighting.php Some related info from HDR Shop... [ QUOTE ] ...mirrored spheres are never 100% specular, and you should compute and adjust for the percent reflectivity of any sphere used for measuring incident…
probably the best example of HDR is the inside of churches or sunsets. Most HDR images look bad because the photographer is bad at using photoshop... They might as well use a bloody solarising filter! The reason why churches are great is because of the stainglass windows. Ordinarily ones eye would scan around the interior…