after 2 hours of playing, I'd say that : the art direction is really cool ! I'm not found of the TPS choice (at least for the infantry), though. Also, the animations and general physics look a bit unfinished and not really "blended" together. When you come from TF2, it's really obvious :) But hey it's a beta ^^.
Men who shave ANY hair are whipped! All real men should have flowing beards that blend in with their rug-like chest hair in a continuous river of man-curls from which their junk can poke out like a dragon from his enshrouded lair at times of need.
Fixed. Is this some indy developer? Because their trailers look like artist demo reels, and their use of next-gen and pwns makes my eyes bleed. So far it looks like a walk around and buy cloths sim, I wish there was other info on their site to show me wrong.
Honestly for those details I would do it post baking, those adjustment knobs are often used to adjust sights etc thus worn down in the middle typically. Thus you can mimic this effect by using opacity gradient to blend out the fade and then apply the normal on top of the bake.
Looks awesome. For the face flatness that poop's suggesting, I think it really lies in the bridge of the nose and the chin area. In the paintings, the bridge seems to drastically blend right into the forehead, with little slope. And the chin seems like it should have less outward curve. Looking spot-on man, keep it up.
Anyway.. all of this doesnt even really matter, because tangent space maps are about 1 billion times easier to edit, blend, mirror, rotate, and touch up than object space maps. So using anything else is tying one hand behind your back as an artist.
Looks like a really nice blend between Lineage 2 and Final Fantasy style elements and characters...I really like the detail and the thought behind them...really really wicked Crits in the morning I guess...well my morning, right now, just a fanboy reply lol...
When you overlay a normal on a normal, you have to deactivate the blue channel. Double click the layer in photoshop, and uncheck the blue box under Advanced Blending. You can also remove the blue data with Levels if you wish, but this actually changes your image and takes more steps.
Either those two pieces in the mesh need to be split by "matching name" function, as they seem to be spilling out and bleeding onto eachother in your bakes. Or you need to minimize and turn down the cage/ray distance so that it doesn't self-intersect (if you are baking in painter)
I realize her hair is thinning out in the ref but I would still give her a fuller head of hair for aesthetic reasons. That aside, she's looking pretty good! Could be as easy as painting strands onto her scalp to blend the bald areas with the cards.