God, this is depressing.... :/ 34. First Official Games Job back in 1998, sprite works and low poly ( although I can go back to '93 or so when I was creating 'official' sprite work for an Amiga dev co. when I was still in school ). Before that, I would 'program' my art on a bbc electron, pixel 'star jumps' man ! :) Worked…
Hey this looks nice here are a couple things I see: Lighting is very soft, everything feels mushy, would be nice to see brighter spots around lightsources and some more defined shadows. Your lightmap res looks too low, I see lightmap pixes everywhere. You should put some fog sheets and add subtle heightfog to the level to…
It definitely doesnt look bad, especially for an rpg. I think the biggest problems I saw was the lack of some of the more subtle effects like fake SSS for foliage and the no so good looking water. As far as different engines "having better graphics" than others, all modern game engines use pixel shaders and triangles so…
4x 512² simply means this: 4 separate textures, of 512x512 pixels, 1 cream, 1 blue, 1 grey, 1 with the blend map. Not a 1024x1024 (1024²) because then you could not tile the different materials which is what you want. How about the bottom? I think you could easily knock off about 1000-2000 tris if you cut the chamfers on…
Kul att du kommer o leker med oss Oscar! ;) Saying that all the edges is to sharp is wrong. I would say most of the edges on the smaller details, like the handles stripes, the little buttons and screws and what not on the sight is to small and so on. A good rule of thumb is, if it starts to pixelate and get jagged in the…
Both of them have about 160 pixels per unite, but as you can see the smaller one use way less uv space, and what i don't understand is what to do if you have one too small for a 1024 and too big for a 1024x512? I guess that this may happen from time to time so you would just have to choose the one that fits the best, even…
I'm trying to create a similar look to these : - I've used Nvidia's photoshop plugin and pixplant, pixplant creates a much nicer normal map than the Nvidia version, but I create these based on a greyscaled ( and tweaked ) version of my diffuse, and I just seem to end up with too much detail ( porridgey look ) - where the…
You wouldn't happen to have access to a scanner/photoshop would you? It's a little hard to look at the drawings with all of that camera pixelation getting in the way. Also photos of drawings in a room with uneven lighting tend to kill your darks and lights, and all that lovely line work. I was wondering if you're using any…
No it's not even that, our graphics programmer explained it to me as a "quantization" issue. I really can't explain what it is (it's wayyy too technical for me), but it becomes apparent on smooth surfaces like cars, where the normal map has to do subtle gradients over large area's. Honestly, the only fix I know is to bake…
I wouldn't even make a distinction. keyboard or paintbrush it doesn't matter - if you're coding to bring your vision to life its just as much a part of your art as the triangles or pixels. Vermeer put together intricate devices to implement his ideas, its the same with coding. You're an artist, beyond that its all tools…