I actually saw this stuff on your site last week before you posted it here, awesome work! My favorite pieces are the ship and the god stone. The boat texture looks really sharp; such variation in materials while still maintaining the hand-painted look! The girl is looking great too, though the skin seems quite monotone. A…
Try to spend time with these, though I'm not very good: Also: -Collecting alcohol and mixing drinks (like cooking..but with booze!) -Getting tattooed (I guess that's sort of a hobby...I dunno, it's something that occupies my time outside of work and brings me happiness :) ) -Like Kevin, listening to music and sort of…
That's great, but it's almost always going to be too grungy and will require a lot of editing to make it look right. Your base metal should be ultra low contrast and have no color and very minimal grunge. You should be in total control of that and it should be unique to your texture. LEViATHAN's base is a fantastic example…
did a couple of paintovers here as far as the architecture was concerned. like you mentioned earlier you were planning on doing most of this stuff anyways (the roofs, the awnings, the railings) but there were some proportional and stylistic fixes you could make that would say "southern france" stronger. I think three of…
Both textures are overall pretty excellent. However, the pillar doesn't read anywhere near as well as the hydrant. It's got a lot of vague, soft, cloudy shading (lighting? poorly rendered stains?) over it, and it muddies up and confuses the forms. Maybe poor use of the dodge and burn tool? Either sharpen those transitions…
i think the question 'does it matter' could be said about a million things that we're doing in next gen games. I do however always promote the usage of color in spec maps, just because it does help at a bit of detail to your objects. I remember one good use a few months back was to add metal flakes to some stonework. The…
Temple of Syrinx - Final Submission Scene Description As midnight approaches on the Eve of the Red Star, the high priest and his cohort enter the Temple of Syrinx to carry out their arcane ritual of human sacrifice. The chosen one calmly kneels before the priest, waiting to be released from this life and into eternity with…
The idea is sort of clear; sort of a hermit guy waiting for people to come to him so he can keep their weapons. THat's how I'm reading it at least. The character needs a more focused design. Right now it reads like his armor is just cobbled together from assets and its hard to read WHO the character is from the way he…
I'd recommend spending a bit more time straightening out some of the UVs to get the most from your texture map. You also shouldn't use a white background like that in your texture and should instead pad the textures as much as possible to avoid the possibility of mip mapping showing the seams. For the painting itself,…