You probably have a color profile assigned to them in Photoshop, which is correctly being applied by Photoshop, but incorrectly applied by your browser. Since only very few browsers do that properly anyways (Chrome doesn't even when the option is on, but Firefox does), the first thing to do would be to open your image in…
Thanks Marie :) a second call on that decision was definitely helpful xD Yeah the fog I haven't thought much of it's main purpose right at this moment is just to kind of kill out the horizon for me... I don't think I can do much about it atm until I add that matte paint... I might get around to doing the matte paint…
Maybe you can get a better understanding of what the normal map is doing for you if you applied a real time shader with the normal map, so you don't have to render to see the result. Use a directX material, and apply a shader that uses normal maps. I like xoliul's shader:…
hey guys im a second year game art student, ive been using the fwvn 2uv lofted decal setup for a project im working on and its great i have heard from a few different places that the star citizen bois have been using parallax occlusion on the decals to get them to pop more im using UE4, and i can get POM working by itself…
Wow! Thanks everyone for the incredible feedback. Especially @MrHobo for the podcasts; I'm listening to them now while I'm finishing up a sculpt. It's uncanny how similar artists can be. It was like hearing myself talk on a podcast. I'll just have to buckle down and really put in the effort, apply, model some more, apply…
Thanks for replying! And yea, switching engines last week... however if we didn't we wouldn't have a finished/playable product anyways. I am the only one who really got shafted by it since all the models and characters and stuff can be applied to unity easily, and our programmer lives in unity so he was happier than…
@Maxilator For the smoothness, the top image you linked sort of shows what I've been going for. Was considering going for a more matte look (had a lot of reference for it), but I didn't really find it as nice to look at. What I definitely agree on is maybe toning the greens down about 10% and going slightly more blue,…
Good job so far! I do have some input here... It looks like you're using the G term that was described in the paper, which seems fine. It's not 100% right though in practice/use, since we make a substitution of G, and introduce something called V, for visibility. This was what Lazarov did in his 2011 paper... So V is…
Some possible ways to avoid it: -Don't use mental ray, but scanline -Max sometimes likes to bake funky colours when there's a more "fancy" material on it, or a material with opacity, so apply a standard material to your high&low -If that doesn't solve it, export your low/high as .obj and reimport. For your xnormal error,…
Thanks for the tips ROGERP. I wasn't quite sure what edges you mean't were too sharp. I haven't "thickened" the metal straps yet. Would it cause issues if I thickened them just in the high poly and left the low poly as is? I'm trying to avoid thickening the straps too much which would make it look cartoony. I'm not very…