You're strictly doing this within the 3D app, yes? Why not render it with an AO pass? Right now the corners are lit really hard and there's no real softness to the entire scene. Not sure where you're at with your skillset but here's an example of lighting with an AO pass: The first image is similar to what you've got.…
He is cool, VERY cool! Nice texture work, good use of space when you unwrapped. Great way to giving more important areas of the model bigger texture space. I would say this is up to industry standards EASY! Now for the crits: (I only mention them to make it better) -Design Flaws- - The second mask strop shoul go above the…
What you guys really want is control over the spread of the specular highlight, right? In Maya you have the "Cosine Power" attribute for Phong materials. Even the name shows you what you are controlling: the power that the specular colour is taken to, to achieve the final colour. Crazy Butcher has it accurate in his…
> Nearly two weeks ago, my parents and I went through the process of moving to a new house in south Jersey, about a 90 minute drive south from our old place. Over the month prior to the move, we would pack things into boxes and wrap things in plastic, and the house would gradually empty as more cardboard boxes would be…
I hope this is okay, but I did a quick paintover + redlines based on the original enemy design. Obviously it's on the lower resolution side originally, so there's plenty of creative freedoms to take. I agree with @Joseph_Bramlett in that it's a bit generic right now, even for the original design being quite simple. I feel…
@musashidan Yep I'm Etienne (not Joe ;) Even if I like that name too) and to be honest I can't make you love or not this software, I can just say that as a past user of 3dsMax/maya for rigging/skinning/animation Akeytsu felt more intuitive and powerful to me, especially when it comes to make games. Star Wars - Redemption…
thanks for the info, the resolution is the maximum it will most likely be viewed at, starting here and moving down I think is better than starting low and scaling it up, I was planning on using the liquid feature of dreamweaver (think its what its called and that it does what I need) where it will be a percentage of the…
That's a lot of questions all in one post. You can have many materials in one normal map. A lot of what defines a material as.. well, a material.. is in the specularity of how light plays off of the surface, which is why computer scientists invented the Specularity and the Gloss map (and other stuff like Metalness which is…
Great work! I think your rocks are a bit too noisy. I wont dispute that they match the ref, but they seem at odds with the general wet, drippy look you have going. If this is a place that is often wet and drippy, those rocks would be eroded down to the point of being smooth. In the images where you are at the top of the…
Alphas alphas alphas. I'm guessing you are trying to achieve the same look by just sculpting everything in right? Nah. Very little of the detail is actually sculpted on a per object basis, because that would take too much time! Look closely and you can probably spot the repeating patterns used. What I would do (I'm no Orb,…