I am pretty sure Disney would have had to lay everybody off at Lucasarts anyway to fix it. Letting a giant studio bleed money by taking years and years just to release 1 title is not healthy. I wish Disney would keep a small crew to work like an indie studio with tons of resources.
Cheers. Had a few problems here and there (currently another with the arm), but I should have that ironed out tomorrow. Anyway, here are some tests of the normal map in xnormal, minus the arms. There are some fairly bland areas at the moment. I'm planning on using parts of the texture (once done) to create normal maps to…
The first thing that stood out upon viewing the renders was the balaclava. How it is currently, it looks as if it is made of black latex. My suggestion would be to blend the area between the tip of the nose and the upper cheek. Apart from that, I think it is really good for your first character model, so give yourself a…
Hey that turned out better than I thought. But I think the soft-bleed of surrounding color should be a lot stronger at the maximum Remove Shading value, like it would completely remove all darkness. People could always use a lower amt to get this kind of result though. What's it look like at the max?
The problem with Armed Assault is that its a lightmap and soft cast shadow game, not full per pixel lit (ala Doom 3). So in other words, they can do all sorts of tricks with foliage to make it blend more into the enviroment. Light bounds in a lightmapped engine remember, so that instantly makes foliage look a lot better.
Pretty cool. One thing I'd say is its looking very grey and flat right now. You could definitely push the hue shift and saturation in the shading of the textures. It also might not hurt to play with overall colors. The floor, walls, and fireplace are all bleeding together because they are very similar hue/value range.
i totally agree, i really try to blend fantasy and reality to come up with new and interesting idea's and some times pulling a wild design back with a touch of real world helps things no-end, but you should present this as opinion, not as fact, because this is where the subjectivity lies. and if people disagree with you…
Sounds fun and looks cool :) Personally I preferred the red beard and blue eyes for the first cast away, kind of gave him a little more personality, but that's personal preference. I'd up the overall saturation and sharpness of diffuse on those textures to make the colors blend in less with the black edges too. What…
Ok, as an obj-file it imports almost properly into max... the uvs are conserved and also the texture is displayed properly for the trunk. But the materials from blender are gone. Also the leafes are still invisible. Probably because they were clip-alpha texture in the blend file... Do I have to recreate the materials in…
You are confusing vertex paint and texture maps. Vertex colors live inside the vertices. It's part of the model it's self! (cool huh) You can then use a shader that lets you blend textures based on the vertices RGB value. Like this: Or use it to make fakey shadows. Or just use vertex colors instead of textures! bad ass!