After taking some time off from 3D work to make stuff in real life, I am planning to do a slow/soft re-entry into doing 3D work again. http://boxofpolygons.com/ I am either going to do very small custom works, or make stuff to sell on the STEAM creators market. If you guys could tell me what you think of my website. Thank…
cool stuff man! I do a similar thing with my stuff; I take the green and blue channels of of the bent normal map and put em on top of my ambient occlusion on soft light or overlay mode. It usually takes a bit of tweaking to get the lighting to look consistent and not too directional or strong though. Here's the layer setup…
Thanks a lot to both of you, i was indeed thinking the overlapping would be one of the problem. Concerning the soft/hard edges i think i just misunderstood the guideline i followed. It were specified to clear all smoothing on the mesh in order to make the baking work properly but what you are saying is completely logical…
Hm, better but it looks like the rocks are mixed together in mud or something. Doesn't look like a wall if that's your intention. I think it needs more contrast between the hards and soft shapes of the stones. And on a side note, why do you bother adding micro details? They most probably wont show up on reasonable texture…
Personally I'm not a fan of their Pro shadows anyway. The hi-res hard shadows still don't stand up to close inspection and the soft shadows look like a blurry low-res shadow. Especially on a surface such as a racetrack or concrete (ok on grass I guess). In fact, I'm not much of a fan of shadow maps either. Volumetric…
lookds good, facial features are a bit large, but thats not too bad. it would look a lot better with some more wear and tear, but nc soft´s style is actually super clean, so i don´t know if it would be smart to add that. her underwear also looks a bit too modern/elegant. i´d maby redo that for something more rural. and the…
+1-ing this also. Another thing that I would suggest is possibly having some sharper edges. In the concept, it looks like some of the edges aren't as soft or rounded as some that you have in your model. One thing that is throwing me off slightly is that some of the yellow stripe decals are missing, so the body of the gun…
Those kind of issues are a lot more engine dependent optimizations. As an artist, your main concerns should be keeping a consistent pixel density, and texture size limitations are going to be less of an issue in this upcoming console generation, we are going from 512mb of ram to 8 gigs. A lot of optimizations also depends…
For the light shaft strokes, I'd try to go more broad and simpler like in the concept. But it's also one of those details that probably looks better as a 2D painting than in 3D, so you may be better off with just the generic soft light beams. Either way, the light beams you have now seem more like water from the fire…
compared to your reference, your scene is very warm and soft. I would add a bit of sharpness to the render, and make the lights colder. Blue lights might be over doing it, since there is only a slight blueish hue floating around the ceiling in the reference, but definately less orange. I might also add just the slightest…