Can we some of the modular assets on their own? And I presume the lighting in WIP - though as it stands its very flat. The set is looking pretty good. Some more material work is needed to really define surfaces, and some pieces look a bit blurry (pixel density does not seem to be uniform). Looking forward to updates. -Tyler
Titan Quest's terrains worked similar to this. Rather than, I'm assuming, the layer below effecting the layer above however; it was the other way around. Each texture's alpha map would define the masking. Very, very useful effect. Once you have tech like this, it's hard to go back to an even vert blend.
How'd I miss this thread! Here's another of me. I've been trying to work out why the Hunter (L4D) has duct tape on his limbs like that. Any theories? I dont think there's an official reason for the design. Btw: rooster, your costume definately won the night. I'll plan better next time!
You should post your textures so we can have a better look at things. One thing that caught my attention is that your high poly, its bevels ( chamfers on max) are so paper thing, they definately show up on your bake. Next time try to exagerate those bevels a bit more.
I am pretty much a noob in general but in my opinion you could add a little contrast and definition. It seems a little washed out at the moment. Define the materials better like the gold decorations. Look at a photograph of how the highlights look on gold weapons. Hand painting seems fine just like 90% done.
hate to break it to you, but it's not in that style. One of the great things about that watercolor style is that, while there are thick outlines that help to define the material of each object, the actual detail inside the outlines is extremely minimal. See how the outlines in the tree just give it enough information to…
It's a good start, tiles very nicely! It definately needs some variation from brick to brick to make them a bit more visible. I'd recommend just brightening or darkening each brick a smidge. I'd also give it a little bit of color overall, it looks almost completely desaturated, probably a blue hue would be best.
What a TA does varies quite considerably depending on the studio. It could simply be an artist who is somewhat technically included and defines basic workflow standards. It could be an engineer with art experience who does full on plugin development and the like, and basically anything in between. As long as the job ad…
This is really good! I like the materials and those roots. The lighting in the ends of the room is really great, but it's very different in the middle. I think it would look great to have more defining shadows around those statues, it would make the scene a lot more dramatic. Right now the shots of the middle almost look…
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