the stripes in the last thumbnail are a shining example of what Vig pointed out. The logo, as well as that faded bit in the center of the top set of lines stands way out when the tile repeats
Renormalize as a final step. For example I have a script that renormalizes the collapsed layers before saving to TGA. You don't need to normalize each layer, just the result of all the layers.
probably making an 'example' out of him. you know, the 'you havent done anything really serious but we are going to persecute you to scare others out of doing similar' routine..
I kind of agree with Melonman but Jamaicans do wear those colours even if they aren't in their flag, Id try to put more yellow in the scarf's to say Jamaica instead of Africa. example
You'll probably get better responses at a forum where artists concentrate on renders. Polycount is mostly about realtime. Take a look at CGTalk for example. http://forums.cgsociety.org/forumdisplay.php?f=46
...I'm not artist 2D , but it could be something like this for example ...even more Yours before - http://www.miseryproduction.com/divers/f4n4ye.jpg Yours after - (with dizzy's touch ) http://www.miseryproduction.com/divers/f4n4ye_modif.jpg
It's all mp3 files. No idea what's going on.. For example. i have an album where only 2 musics show up in itunes while the rest of the songs don't get imported :( "#%$"#$"#!!!
I think what might be good, is a screenshot/mockup example for the mouseover. I'd be fine with the concept, but I'm curious how you'd pick the image, and if it would be large enough for details to be seen.
I see what you mean. A good example would be Resident Evil 4, for Gamecube. When it was first revealed, a lot of people had no idea that the console was capable of something like that.
i always understood it as a cinematic artist worked on cinematics, those rendered movies that were way cooler than the actual game. they'd work at studios like http://www.blur.com/ for example