But on games where the geometry you can use is very limited, this would lead into blurry lighting. The method that diamond3 described could give you very sharp shadows with not a lot of geometry. I've seen something like this before, on some mobile games. God of war on PS2 uses something like this, also. You can see that…
This is incredibly badass as a whole. However, a lot of the textures are kindof muddy and blurry, and there's a serious look of inconsistent detail levels -- from a very sharp pillar to a muddy, blurry ground texture -- and sharp transitions. The whole is exquisite, especially in regards to the main room, but a lot of…
I meant brachioradialis, not brachialis up there, my bad. I updated it. Regarding the skulls, I was actually talking about the mesh resolution. Should have made that clearer. It's not uncommon to give some areas more resolution (both mesh and texture) if it's clear they'll be seen from a closer distance or have more…
blatant assumption ahoy: You've made stuff for the game in Maya, Max or XSI!:poly142: So while Epic won't ming just taking their share of the profits, Autodesk is probably already putting their jug of lube and glass shards in the freezer. Go ahead and move it, this is some decent 'what if' talk here and I wouldn't mind…
I love your shark! Very nice composition and poses! Nice flow of shapes :) The only thing I would change if it's possible is the transition between Fizz head and his dreads/tentacles which is a bit hard right now. Please share more of your progress, you're really talented at dioramas and I would love to see your work…
Hi everyone, I am currently trying to bake my textures from a highpoly mesh to a lowpoly mesh, and for the most part everything is working fine, but I had noticed these weird sharp points on my texture and when redoing the bake I noticed they were coming from the curvature map. I have tried adjusting the settings but…
For your blurring issue, you can set your fill layer filtering in Painter. By default it's using bilinear filtering, but you can set it to a sharp bilinear that will preserve details a bit more, or nearest to make sure you don't get any resampling, but you may get some really sharp texels popping out. Also make sure you…
Hey dear quixel'er, does anybody have a good suggestion how to deal with hard surfaces with sharp edges? Assume I have a simple shape like a cylinder with 5 coners (see attachment) and I want to generate some kind of dulled metal texture with dDo. As you may imagine that such object has no useful normal maps. Sharp edges…
Hi everyone. :) This is the final post for this project. What started as an early blockout evolved through several iterations into a fully realized sci-fi atrium environment inspired by the Presidium from Mass Effect. Throughout the project I focused heavily on making deliberate design decisions rather than locking things…
this is a painting trick , it is used to bring more emphasis on the shadows without having to make the super sharp, this way your eyes registers the shadows as being hard/crisp/well-defined, but they are still blurry. The reason behind NOT having super sharp shadows is because you can't have the shadow form sharper than…