dude sick. i think it could use some more depth though. it's a little difficult to read some of those shapes because all the values are blending together. i think it might help to separate some of the shapes from each other.
Yeah, it can really range. Although if I'm really into what I'm working on, I like to listen to music I can ignore, and also blends well on a loop. But lately I've been listening to the Smashing Pumpkins, The Knife and Run Level Zero.
Hey, A-Train, the higher part of the trees were not sculpted, I used a generic wood with PS normal map. To blend both UV islands I simply faded the edges to RGB 127,127,255 where it meet on the model. Nothing exceptional but it worked well.
Hi. Very good model. I see some troubles in Normal map. Light directions are differ in in green channel for different patches: And there's no padding on borders - mips will blend to black color on seams. So it will be buggy in game engine. sorry for poor english. =)
I love the moving image region stuff, where the the rest of the image lines up or is synthesized and blended! cool. Also the animation stuff is really amazing, balance and path box stackers. I think I could find a use for this tech daily!
Looking great, love the style! don't forget to blend just about every edge of poly hair with opacity maps. Along with some well painted flat scalp hair you can really make the most out of what you have.
It looks like there's a ray miss where the hard edges split the mesh. Hard edges that aren't pared with UV splits can generate extreme normal values that will cause artifacts when blending across the split edges. This can be resolved by adding a UV split along the hard edges and adjusting the padding so there's adequate…
NASA Jet Propulsion Laboratory http://www.jpl.nasa.gov/ The Human Interfaces group at the NASA Jet Propulsion Laboratory is part of the organization that is responsible for the software and operations of our missions including the Curiosity Mars Rover that landed recently. We've managed to combine our love of video games…
@TorQue[MoD] Well, after some more digging around I came across something that I haven't seen before(in the many, many threads and vid tuts I've read/watched on lightmaps) It turns out you're not crazy after all. :) This explanation from Epic pretty much wraps up this mystery. It's pretty shit but at least you can move on…
Welcome. The concepting workflow of render layers/paintover is well established. I did it myself for a long time creating illustrations before moving into game art. I still do concepts for personal work as it's so enjoyable and frees me from the constraints and technical workflow that you have to adhere to when creating…