So you want some areas that don't respond to any light and don't cast shadows? Why not have the whole thing with bits you want lit and don't want lit as one object, and make the bits you don't want lit or casting shadows as transparent. Then, have a second object that doesn't cast shadows and is unlit, as the parts you…
Hi, i like ur scope. Its some kind of heavy and bulky, especially the front part, but its a nice start. Hope u will post some updates :) I would suggest u change the screw. U createt a whithworth-screw, but it is only for pipes. Additionaly a whithworth-screw is a bit conical. Normally u combine the parts with a…
hey yuke, i think you are on your way. I aggree with Paroxum with the idea of your focus. I belive something that will really help is in your textures bring the contrast down and bring them towards your midlevel. for example, the wall behind the thrown the bricks should be similar in contrast rather than black or white.…
What do your high-poly and low-poly meshes look like? If you have a high-poly mesh that corresponds to your tilable texture, and if your tilable texture is planar enough, you could just bake the normals for that part of the high-poly mesh to a plane that's UV-mapped to that part of UV space. Or, just duplicate and separate…
I might be tottally wrong here so somone else please chime in if you know better, but its my understanding that gloss maps are just another way to simmulate the reflectivity of a surface. This is one of the better images I have found describing this: To be clear I DID NOT MAKE THAT IMAGE, its part of a great art tutorial…
if people dont have stable lives such that they can play video games, how will VR become the future of games? and somebody doesn't want to vegetate in a chair after working all day? They'd rather work up a sweat? what has social media won that games have not? Are they in some contest? is there only one winner? I thought…
Someone on your mod team needs to take the role of art director. Style guides are good for the team to see a common visual goal and stylization. The most useful thing I have found working for art directors is when they have a catelogue of images pertaining to the part of the game I am working on, this could be stills from…
Hey, so I am working on a hallway based on this concept: and this is where I am out so far on the blockout (still in Max) NORMALLY i wouldn't bother showing it at such an early stage since there probs. isnt much to crit, however I'm throwing this up here cause I'm confused as how to interpret a bunch of parts of the…
DWalker : I agree with all the differences you pointed out. I think it might have been hard not to lose the 100% focus on the shapes and anatomy, and when I spotted some of them it was somehow too late ahah .nL : Thank you for your warm feedback ! It comforts me in the fact I didn't aim too far aside. Agree on the…
Hi, I'm an old dog that is now working on some 2D games projects and I'm not happy with how we handle the whole 2D art workflow. We have 2d artists, animators and game designers working on projects, but it takes a lot of time to create the necessary assets for development. How do you guys work with 2d art? animations?…