Yah i know this is offtopic spam but i have to answer... Well in reality my shirt doesn't have self illumination, the shadows are getting brightened by indirect illumination and other light sources, so either the light of another lightsource will lighten up the shadows or the bounced light will, but not the object itself…
That looks pretty damn good Ryan. One thing I might suggest since the max settings there are making the shadowed areas look a bit "high passed" (ie. lacking natural saturation), would be a slider for "resaturating" the removed shadows, maybe it could take an average of the nearby pixel colours or something and tint the…
Here is the promised breakdown. I started with the sketch sculpt that I made in January. I sculpted this with a custom brush I made. A simple fur buildup brush that is smooth enough so I can do a whole sketch sculpt in SculptrisPro from a sphere with only that brush. (Thing is if it would be sharp detailed you quickly get…
Think about if you have a studio with employees and want to finish a commercial project and make a profit. What would you want to know about a person? How would you determine where the value is and reduce risk of hiring a useless person? Other people can give specifics and pixel masher has written a couple lengthy articles…
that doesnt look very hand painted to me. it looks like a highpoly was sculpted, a lowpoly was made, some maps baked and then the texture pretty much generated from those bakes using ID masks. yes its absolutely possible to make the lowpoly first, at this detal level i prefer it this way around as you can adhere to the…
These are pretty neat. The robot guy is great and I like your carrot guy. I feel like maybe the brocolli guy could work better without the eyestalks and it'd give you more polys to detail the mouth and give the leafy bit more of a mushroomy shape. I don't think the orange (?) guy is really working at all in design or…
You can split your camera frame into as many systems as you have: if you have 4 systems, give each a 1/4 of the screen to render, then later on merge these sections. You should probably add a padding of the antialiasing size to the size of each section before rendering, to avoid any antialiasing problems (like adding 16px…
The issue is that scale of your mattress UV islands are too small. It's only using a few pixels of your texture. There are a few things you can do to improve this. Scale up your uv islands in a uniform way so you take advantage of your uv space. Arrange your uv islands so they use up as much of your uv island as possible.…
and consider that there really isn't much of "main character" textures or content in this game, since every character mostly share the same system of clothing and facial construction. This just shows that you have quite some more playroom with texturesizes on modern pc-hardware, while on the console you have quite some…
High res shots are all well and good, but lets try to keep them below, say 2500 pixels wide please. 5000 and 7000 is just really excessive. I've edited your post to simply link to the image, feel free to add sized-down images back to the thread, and also feel free to keep the links to the mega huge ones as well. Also, from…