the brick bridge it's too small and clean ; you sould realy use some very broken big brick ; i recommend you to sclupt it and try to use vertex painting to get some dirt in between the bricks . for the far away houses , are u using DOF ? i think you should use fog and make it green :) . you are now really getting thing in…
Don't you know the secret Greentooth button combo that works in almost every game released in the last five years? Secret agreement amongst devs, turns on a special photo mode with free floating camera and individual material map and render pass display mode? We all suffered this until the holy polygon pact was made, and…
@stororokw Your alpha map almost looks like a depth map. Gradations in each strange clump instead of a flate white cut out. I'm extracting mine from a bake that has all the strands flat against a plane. I extract white vertex colors, and get a flat white cut out. Maybe it's that, but how did you extract your alpha from…
Mr Significant: Thanks! I'm trying my best :D I've also learnt a lot while doing them so i get the urge to come back and redo some of them...but i don't have time : / ______________ Made some (yet too slow) progress on the enviro. Stairs textures and some more trims done, modeled some placeholder cliffs to test the blend…
I'm fine with seeing watermarks, you can still glean a lot of info from looking at what information was separated into each map. Fantastic work, the lighting in this engine looks superb. I'm not sure if you'd be allowed to, but one way to really present your work well would be to show a rollover with textures turned off.…
carlobarley thanks for the quick feedback and those sphere you did. It was helpful in bringing out the center blue piece JadeEyePanda forgot all about the Vertex ebooks. I have some reading to catch up. Update on the shield. Re texture the shield and figure I start from the blue area and work my way out to better…
lightmaps do funky stuff when they aren't receiving any light, or barely any. you can either turn up lightmap resolution or add a skylight or some other light so that lightmass can correctly calculate the lighting for that mesh. it can be real dim so that you still get a similar effect. if that doesn't work, maybe disable…
Well, not exactly some parts, but every part of it looks lumpy and ill fitting. As has been said in previous comments, apparently you model by shifting vertices only. You do not pay attention to the alignment of any four vertex that make up a normal face (hence the wonkyness in your front bumper for example) and nothing is…
@Zlivingston first of all your circle contains alot of verts. Try working with a 8 vert circle, so that you can fit it in these 4 faces.I believe the easiest way to do this would be to pick the vertex that you want to be the center, and chamfer it.This will produce a square. split the edges of that square in half,and…
Normal map is capturing mesh details, vertex vectors/tangents/bi-normals. But you're trying to bake a normal-mapped lowpoly to another lowpoly? This isn't possible as the bake is capturing the surface normal data, not the normal map. you need to bake the original highpoly trinkets to the flat surface lowpoly. So you could…