Depends how old school your workflow is I suppose. I'm on the $10/mo and it's worth it for me. Let's see, off the top of my head... * Photo to normal, similar to crazybump/ndo. * Photo to bump/displacement, same. * Rotate the canvas while you work, like an old school animation stand. * Camera Raw for great photo…
Your work so far looks great! I agree with the color/lighting bit - the atmosphere isn't quite the same, and some of the materials look... I don't know how to describe it - old, but not worn? (Or oxidized, at it appears to be in this case.) I've also noticed some differences in vertical scale - I.E. the building/corridor…
Multi-Material are the way to go if you want to effectively tile your textures on a an environment piece, unless you are able to make a shader that splits one texture into 4 parts without seams, that's how most buildings are done. Or you could use Mask-Maps in your RGB channels. Also, while they're not cost efficient on 1…
Hi there, So, I'm not sure as to how exactly they achieved this map, but I was able to get a similar effect by using the same workflow you do with Zbrush/xNormal. So hopefully this is helpful. I used the Basic Material shader in Zbrush for my high poly model. (Cleared out any polypainting with white) Added an extra light…
At first glance it looks pretty good, but if you look closer in detail you can see quite a lot of differences from your reference. - First off, like Theklu said, it misses the damage from your reference. The scratches give a lot of realism to the end result. I especially like the scraped off square pattern at the bottom of…
Cheers guys :) Moutrave The planet is made up of a few spheres meshes. One sphere for the planet itself, another for a lightly larger ball of dots around it and another again, and then one massive sphere for the dots around the statues. It's using a very cool holographic style shader i found on Eat3D by Ceribral, using…
I think this is what you're going for with the chair - If so, notice that the back and seat are made from interleaved horizontal and vertical webs. Clever use of your normal and alpha maps would let you do each with a single quad, but given today's concept of "low-poly" modelling each web is certainly possible. Also note…
The rotate and scale command don't work on vertices. If you think about it, verts don't have a rotation/scale property, only a position property. So instead of rotating you need to calculate the rotation/scale and then set the position based on that. This code below will move/rotate/scale the verts. There is comments in…
@joeriv:Apologies,I didn't even know how a b.f.g. looks like until I googled it after your reply,we (inside our team) used the word b.f.g. just to meant the strongest weapon of the game,so bad topic title choice by my side :poly136: Thanks Geno :) Little up,added the right handle blockout & some re-work in the blockout of…
Incredible feedback guys! Admittedly I guess I didn't do quite enough research before jumping into the design. @shrike that paintover was a great help, now that you point out the balancing issues it seems super obvious. I had never thought about the horizontal forms matching the vertical. As for the font choice, I agree,…