Lighting effects are a whole bunch of different things, from spot lights to the main directional light, if you're talking about the light rays then thats just a mesh with a transperent png to fake them. As for the overall lightings its a ton of itteration where I'm still not quite 100% happy with and will continue to…
I haven't messed with UDK but so far I really like the editing functions in SFM. I can only imagine what this might do for Machinima. No doubt over the coming weeks and months as we all get more used to its ins and outs we should see some really impressive things. That Valve is filled with so many very talented animators…
looks good! ^^ could perhaps use some more saturation near the top still (imo), and perhaps the side larvae on the back can be dulled a bit since they're stealing a bit of attention from the center one and at some angles make the 3 individual slimes look like one continuous one. perhaps the side larvae could be a slightly…
Thank you for the feedback Finalhart. Panda made similar comments about the mesh being too noisy with the smaller details. I feel this piece is sitting somewhere in the middle between stylized and realistic. The proportions come across as stylized but the design and detailing feels realistic. At this stage, I am going to…
Thank you for all your tipps, i will have a lot of reading to do :D i switched to Mudbox (free student license, yey) and continued a bit... i am still learning, but happy with how it turned out. I also made a little high key shot to hide all my errors :-D Here are some detail shots for the interested ones:…
Further updates on the arm armor. Been refining the blocked out pieces into some more detailed hard-surface parts. Its just the first pass right now, but I will go back and make it more ergonomic/functional once i get the general details. Will continue more on the forearms tomorrow, and then do the knees. Will also add…
Modularity is your friend. Creates less work. The "look as one" problem stems from your tileable textures. Having elements that create solid lines across while repeating will help continue where your texture space is repeating. http://www.thiagoklafke.com/modularenvironments.html Great tutorial showing you how to mix…
Thanks LadyKnowles , but that's also the problem I'm soo used working with mostly organic stuff that I wanted to get away from it a little bit and it's showing now that I'm in an area where you need stronger design-skills to make things work or it'll end up looking awkward. So I'll continue and we'll see where I end up…
It looks like the spec maps are working a lot better - though I feel like the skin and hair are still a little shiny - especially the skin. The hair might not bother me so much if it were a darker color, but that level of spec with the orange makes it all crazy bright and overpowering. I'd play with the spec to continue…
Yeah, those are the crappy search results I'm getting too. Okay, they aren't crappy in general, just not what I'm looking for. I was looking for something like this: http://ryanmfoleycgd.wordpress.com/2013/12/23/brief-5-human-sculpting-normal-maps-continued/ Except a real guy not from Far Cry. I don't have 3d.sk either. I…