Looprix: I might create more in this style but I have some other things I need to work on first. Teeth: Thanks for the crits man, I see what you are saying but there where definitely problems with the creation of the impressionistic style. The biggest one was of my own doing by making the normal maps are the same for both…
It also depends on the engine to be frank, I have seen many people invert their Diffuse to tint your Specular map to compensate some math to make it look good, but that's not practiced as much anymore unless said material really happens to be the type that is negative to the Diffuse color. Someone with better written…
@aajohnny, Makkon Thanks guys, I will definitely put in more sharp edge work to next version. @MiragentGames Yeah, I pretty much started this project with WM jamming, I wanted to have better sense of scale before actually working on the foreground so its definitely not final. I want to have better blending between the…
nononononononononono this is such a huge misconception. since there are virtually unlimited materials out there, there is no one way to texture any material, so tutorials like these are pointless. you can't just watch a tutorial and "make metal" much like you can't just watch a tutorial and "make music". the most…
Hey thanks for the comments guys! Monolith - I've understood this fact sense I started modeling it. I have known it isnt functional in the real world. The project was to come really close to your concept so I didnt have much room to modify it. Could you explain in more detail how the gravity hook works? Or maybe draw a…
It's not too much trouble if you want to do it this way: - You have two types of texture: one that's normal shirt; and one that's a grid of numbers, all evenly spaced. - set up two UV sets for your player's shirts: one for normal texture, and one with the area that will be numbered (which is mapped to 0..1 UV space) - When…
Xaltar: Much appreciated. Demon Princess: Thanks that's great! Probably would have never figured that out without your help. Really amazing work they did with the painting, again; I can see why you guys kept mentioning them. I'm gonna keep on studying the textures as I go here. Genz: Thanks, glad you like it. I worked on…
I think the respones here are really sound. Break down this structure into a few high quality pieces that it's composed of and rebuild it in your game editor. I think the studios suggesting highpoly is a waste of time are only buying themselves cheap time to produce assets faster but the end result will never look as good…
I think a lot of the answers to your questions are simply a matter of preference. Game modeling has some strict rules, but with high poly modeling to the best of my understanding you have a bit more freedom. That depends on how you want it to look. Are you okay with having identical columns? Are there any asymmetrical…
$!nz - the middle row of windows have sheets of ply wood covering them from the inside... but since a lot of people are thinking its brick i think i'm going to separate the boards a little so you can see a gap. Scooby - Higher rez is no problem, do you think its too small. this was the size i was planing on turning in…