Directional lightmapping, try this Max shader. He has links in the Resources part for baking directional maps. http://www.aurelm.com/envo/ Yes you do need a 2nd UV set (on everything that gets lightmapped). After baking, decide which lights will be dynamic, and attenuate those. This will give you some dynamic specular and…
The textures of wood and moss that you have going so far are great. The hints of red colors on his skin is also fantastic. I think that want to see a little more of that red warmth in the environment and his eyes too. You could also spin it like he is a spirit of autumn and add red colors to only the parts of the forest…
Edit2* I've received lots of offers! I'm reviewing them and will decide within the next week. Thank you everybody for your messages! Edit* I've gotten a lot of messages, I'll respond to each one but it'll take some time! Thank you! I'm hiring a 3D artist for an unannounced Unity sci-fi game and looking to hire a 3d modeler…
For the HighPoly, I began with a little mesh just to have a good shape in the same view of the game. I worked on a single mesh on zbrush at first and separate the différents part of the body like : the head, the arms, the body,... I finally had a cartoon rock statue of a dwarf. This take me 6 hours of work, but now I have…
I'd second the issue with her stockiness, I think it might be in part because the faces on her thigh guards extrude a little more than in the concept. Also she is a bit of a Kat Dennings lookalike, you might want to make some adjustments to her cheekbones and chin. The concept art is amazing and I would love to see this…
The guys at Pixelnauts did a amazing job on Contrast. They pumped out sooo much work for the two of them. It was always great to open up levels that once were blockouts and see how they interpreted them. Contrast had a particularly nasty set of art design constraints both geometry wise and lighting wise and they took it…
[ QUOTE ] They paint their faces as part of their camoflage to break up the recognizable pattern of their face. [/ QUOTE ] Also to lighten the parts that usually shadow, and darken the parts the usually highlight, in theory making them harder to spot from a distance. But I think this is off topic...
a lot depends on how you imagine the "low poly" asset being used.... as a prop in a fast paced action game not so much.... as part of an atmospheric real time cut scene of some historical detective game and it's seen close up (e.g. someone perhaps typing) then yeah you could make it work with a bit more geometry.
Refreshing the banners! Send these people some love, let 'em know you care as much as we do. In no particular order...* https://polycount.com/discussion/211023/sea-of-thieves-anniversary-update-environment-level-art-dump * https://polycount.com/discussion/221392/sketchbook-frank-polygon/p1 *…
There are definitely cases where you will be required to turn in assets as part of an art test. Legitimate AAA companies will do this. Then again, some won't. If you are dealing with a well known studio, there should be no concern. If they give you a concept, you are most likely under NDA anyway and they could prevent you…