I spend some hours researching and come up with these rough ideas. i then pulled some of the ref and drew a refined lineart. i lost faith in myself for some time. but in the end it didn´t look too bad and i liked it. i focused on having a dynamic and flowy composition. i made the shape-language similar to the style of…
here's a brief explanation on the spline mapping, too: This is what you'd obviously get from a top down UV map - not what you want for a road texture. Cut a loop down the center of the road, then create a linear spline from it. Apply an unwrap modifier, select face mode, then choose the "spline" option. Choose the spline…
yeah, these days most shaders seem to be doing their lighting in linear space, you should definitely work to a target implementation (if your end result will be marmoset toolbag, and you know toolbag applies spec in linear space, then don't color your spec in a way designed to compensate for the diffuse) wood and lacquer…
Toolbag is supposed to be able to load sbsar files, but I'm not sure it maps the substance outputs correctly.. So I prefer using bitmaps for now. The setup is pretty simple: - I used a custom env map (corsica beach from SD) - I put a large bluish area light on the left side to get the highlight - Then just make sure you…
Looks like you only use one GI bounce. Try to use a combination of Irradiance Map AND Light Cache. You would also need to adjust your samplingvalues. Your renders won´t look great out of the box. You need to adjust these settings. Also check if gamma is enabled/disabled. You should always render with gamma 2.2 enabled. But…
Also: The inclusion of the ENTIRETY of Halo3 multiplayer is a major plus for me and my roommates. After 3 disks have become unreadable from drive scratches and then the disks cracking, it's nice to have a new copy included with all the DLC maps! This campaign is less drawn out than Halo3 and there aren't any of the crazy…
Hello all. I would like to share a WIP with you and hopefully gather some opinions and feedback! This is my first try fully rendering a character, mostly without lineart. I tried to incorporate some textures and photos to better represent the clothing material, as well as the icy foreground and the blizzard. This has been…
EDIT: Finished piece: I've finally gotten around to getting started on my submission! This is based on an a skin concept I had for Nami back in the summer. I wanted to see a darker skin for Nami since all of her existing ones are bright and very pretty. Here is the original sketch and paint, which I ditched shortly after…
Extra joints don't help with geometry collapsing from twisting. This is an artificat commonly referred to as the 'candy wrapper' effect from linear blend skinning. Dual quaternion skinning is one solution to deal with this: http://isg.cs.tcd.ie/projects/DualQuaternions/ From my experience, dual quaternion skinning handles…
See, that is the thing. While exploration and sandbox gameplay can be fun, I actually prefer my games to have more linear gameplay. To me it is like comparing a "choose your own adventure" book to a novel. I would rather play through a game with a great storyline and some explorative points than a game that lets me wander…