thanks for the feedback yall I think I've fixed the couple small notes stuff and I'll probably redo the bolt this weekend (should I? I don't think it would be viewed under any scrutiny) and make the LP in the coming 1-2 weekends. Thanks! They're just color constants applied to a highpoly mesh in Marmoset 2 - I just…
The waterfall looks better. I like the muddy water. Try to make rocks look wetter where they are near the water, a bit of moss here and there might help too. Your foliage is looking very good, but in general I think you still need to vary your green hues a bit more. Right now everything kind of blends together a little too…
My main crit has to do with the moss -- it looks okay for moss on the ground, solid, but for patchy bits growing between cracks in stone i think it's way too green. 1. I think the moss is too constant between the rocks. It could be broken up a bit, i've never seen moss grow that evenly in *cracks* -- over whole surface,…
very interesting thread, though i am a bit late, so i am gonna try to revive it with a question thats been bugging me a while now : So i am from Greece and interested in both FutureGames and The Game Assembly schools, but i dont know any Swedish( i have an English degree though), and i am not sure if knowing Swedish is a…
I think its a cool project but overall the mech feels very flat. Every part has the same green material with procedural generated dirt around it. A lot of details that you already have get lost that way. Take a look at this Apache, the whole thing is green but there is a lot of stuff going on, blackish dirt around the…
Well, if you just need one channel of data (a grayscale image) then you would probably want to use BC1 texture compression (DXT1). This is a lossy format, it adds errors when it compresses the file size. Because of the way BC1 is compressed, you get less errors in the image if you use just 1 channel and blank out the other…
Incorrect. The blue channel has nothing to do with magnitute...Your thinking of how a bump map works. The three channels of a normal map store the ANGLE of normal vectors...Red is X, Green is Y, and Blue is Z. So in any one pixel, there is a value for each channel, giving angle for each axis to direct light which way to…
Reuploaded the images. Strange enough that they were displayed on my computer, but not on my phone, as I realized this morning. I hope it works now. Concerning the colours in my normal map: The difference between my map and the example that you found is, that my tiles are arranged diagonally in the map. As far as I have…
Thanks for the big resolution shots! Looks promising. You'll probaby fill the scene up more, but right now, the big empty floor area with the repeating board pattern is something that stands out immediately. The shot towards the sun works best in that regard, as the specular breaks up the shading. The materials and colors…
Here's a character i'm currently designing, early preview with just some faces and a development sheet done, looking to completely translate this into 3D eventually. Here's some face sketches I did to get a character going: And here's where I am right now. He is called 'Barbatus Jurgium', which translates from Latin as…