Hello my name is Jeremy, and I have been working for the last year on a 3d side scroller I have many assets at various states of progress of creation. I have a programer but I can't do all the visuals by myself. The game is along the vein of castlevania/Bloodstained. I have the first level blocked out and could be tighter…
pretty awesome colours! it seems like the sculpt isnt very sharp in places it should be(teeth, edges of fins etc)the whole model is just a little bit soft? Could also do with more small folds in its skin to emphasise the massive size? If this is due to a particular art style youre going for then please ignore me :P eg this…
True but you can also do blending without using material layers. Just by having a material ID and certain colors assigned to certain textures which are tiled, this seems like the optimum solution for me because that way you can share textures for various interesting effects, while still keeping things nice and sharp within…
I think that if you make sharp edges to the ribcage and pectorals you should threat the rest of the body with some shar edges as well. Like to the triceps or the knee caps. It feels like you're using two different styles.
hello, im looking for Modelers,Texturers,Riggers,And Animators as the title states. this project is for a 2.5D fighting game -5 Characters(possible DLC) -5 Stages(possible DLC) the game is called "DeadLine__" where the characters in-game use what they use in their jobs/occupation to duke it out. hence the comic style. i…
Unreal engine 4. A coop online first-person puzzle game. Players need to collaborate in these situations to overcome the puzzles! Really exciting project with great capacity. We have a good scope and we are not one of those teams who have big goals and never finish because if unreasonable scope!! We are a very dedicated…
@FrankPolygon Thank you very much for your post. I think that you are right. I currently borrowed Nikon D90 with lense 18-108mm. Here are examples photos - https://drive.google.com/drive/folders/1fNPIJ4f2Fm6kcvngAPbopVXen-4u8Rz4?usp=sharing These were taken as NEF (raw format) and I did some quick post production in…
My guess would be it is the way you unwrapped your lowpoly. That 90° angle of the box shares the same uv island with two sides of your box so the normal map tries to compensate for the extreme angle change (correct me if i am wrong). You can fix it by either placing your seams at the sharp angles and producing more islands…
@Lightweight - a few things to consider: - The lighting conditions in your photo are very different from your choice of environment light in Toolbag. You'll want to pick a lighting environment in Toolbag that is much closer to an overcast sky if you're intending to closely match the appearance in the photo for presentation…