Nice! Not sure why your not happy, looks like handpainted goodness to me. Are you going to chop off a few chunks for a broken version? ps: I thought the gold was potatoes lol, doesn't really look like gold, imo if you made them rectangular bars and added some nearly white streaks it would be easier to tell. By the way,…
Contacted google security on 2 lines, images and google mail explaining in full the situation and link locations. Also reported urls to a site (badware I think, can't remember) anyway he's changed the attack domain AGAIN! now it'spiconip.co.cc DO NOT GO TO THIS SITE ps: AGAIN I urge you ALL to check google images for your…
So first post. Please provide feedback on this work. This is what so far I am capable of making game assets PS: This is not related to the animated series at all. This is one piece I did as a practice, and want to show this is so far my skill level is. I want to improve it. model Please review this and let me know what can…
Wow! (excuse the pun). Looks great. You've taken on quite a large scene. I'm no expert, but agree with Visceral, you could add more lighting to the textures. And possibly try using Multiply in PS. It brings out the colours more. I guess you are going to smooth some of those normals too? Get it in UDk as soon as possible.…
Well that's the joy of the pack, the textures use Layer Styles that allow for rapid changes to the clothing. I show them in pristine condition, but they can be changed to far worse in a matter of 15 seconds. Pattern Overlays in PS are your friend. Don't take my word for it, take a look over at the campaign and you'll see a…
I've been kind of curious about it too. I am big on the technical stuff for art and understanding how things work, as well as testing new workflows and whatnot, but when it comes to coding, I have little to no experience or desire to learn. I'd like to learn basic stuff for PS/Max/Maya/etc tools, but it seems like…
yeah poopinmymouth beat me to this, but I wanted to ask how you where going about this, Im assuming that your making your cloth to get those edges for your LP and then the rest you will do in post clean up so your normal map has a nice edge fall off of the depth/cloth edgings? ps.- Seriously all this LOL art lately and no…
Looking at an image of this, it looks like you could define the striations - the very rough, contrasting gaps. I don't know how you went about create the textures for this, but I played around with PS's clouds for a bit and came up with this, which also has the benefit of not needing to worry much about tiling the mess…
I made some testing with xNormal and its almost perfect. I used loaclXYZ in 3DSMax for handplane input and FBX that I later used for UDK. I guess I will now check method that @Zelfit suggested to see if that will be perfect :) Here is model just with Normalmap on and gray maps for Diffuse, Spec and Glow to avoid confuson.…
Hello! Pretty good start i'd say ;) For your question, you have 3 choices: 1/ You do it in the geometry (Bevel etc...) 2/ You do it in the normal map ( with a metallic line in your atlas by example) 3/ You could create some kind of separation pieces (like a 4m fine pillar to put between your wall's props) PS: don't forget…