Overall, I like it. It's nice. However, the main thing that bothers me is the lighting, it's too flat. I did you a little paintover to show how it could possibly be improved: Clicky It's not the best, and I'm not sure if those stands are meant for fire, but hopefully it helps... :poly121: You could also add a large carpet…
great game actually. ALOT of things that bother me though. RANT TIME. The guards in Romagna look like Luigi. It's too easy. I suck at games, but I didn't even get killed once throughout. The only reason I died was because of the free running. Some of the dialogue (the vagina line, the HILARIOUS mario line :/ )] The…
I tried various ways to stop a loop, and I tried this. It creates a NGONS underneath, but since it's completely flat, it shouldn't cause any problems. I think I'm not sure it works everywhere though.
For what it's worth, this has been annoying me for the last few months so I did some digging and debugging and found out that the culprit was indeed the virtual shadow maps and that I could see the clipmap/mip level issues in the debug view. Directional light popping: Debug view: For the directional light, I edited the…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
Hey, I am in need of 3 environment artworks to be used as a setting introduction for a project. 1 - Terminator style wartorn city shot with a couple units (you will be given unit references or 3d models to paint over if desired) 2 - A tower with some flags 3 - A Laboratorium shot (Preferably in a flat, sharp artstyle that…
Update #6 - Gotta look at more 3/4 views because the silhouette is off from those angles - Anatomy still off, especially the fat pads - Eye shape weird as always, and I moved the eye polygroup too far out - Made the head smaller and narrower but now the neck is too big - Too little definition on the temporalis muscles -…
Thanks for the feedback! @Wasteland Melody I see what you mean about the water being too flat, I'll try some sloping and some waves as well to show how its's being pulled down. Also show the affect on the floating assets more. @FreneticPoniesThe tentacles are from a sea monster, The farther tentacles were supposed to be…
Just some quick points: - Present all textures belonging to the same model in one image (e.g. present the twinbow albedo/normals/spec and gloss as one single image). I'd make the thumbnail for the textures much bigger as well. - Make a groundplane for the containers as they look a bit weird just floating like that. A…
Nice, I do it alittle different but not too dissimilar. Instead of doing a one off bake, i just bake to a flat plain and use geo to pop out the details (after the fact) rather than baking to preset popped out geo normals. Both work very well but there are noticeable flaw in the method i do. UV stretching, etc, but i like…