Cool stuff, the model and normal-map look nice! However I think the diffuse and specular could be pushed a lot further - for example there's no subtle shadow from a lot of those normal-mapped elements (for example the straps over her shoulder are very "flat", there seems to be nearly no diffuse/specular detail or…
[ QUOTE ] Is it specifically playing a character based on an actual world religion that you object to, or is it any sort of non-Christian overtone that you avoid? [/ QUOTE ] I don't have a completely thought through concept, but I think it bothers me as soon as the religious aspect of the game is actually practised by…
Thanks for the critique. I'm pretty much set in on a project at work for a good long haul before I can show anything, so I am actually in the process of working on some new stuff to fill out my personal portfolio. I've got some decent stuff, but my skills have greatly improved and I think I can definitely fill in some of…
Profenix Studio aims at making new demos for s2engine to receive more and more feedback from game companies that want to use our technology for their games.We assist people in entering and finding jobs in the games industry giving them the possibility to show for free their works running on a powerfull engine in a real…
Have you seen this thread? https://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1 it's a bit old by now, but has some good example images and whatnot. I can't vouch for it all being relevant to current workflows however. And this one about decal texturing techniques from around…
I never worked with Unity beyond some little testing but from this small citation they refer to so called parallax mapping which makes kind of several layers/slices , totally in 2d and each slice getting certain UV shift based on texels height values. It creates a kind of depth illusion. It doesn't depend on polycount at…
Hello, we're a new indie game company working on a party game and we're looking for a 2D artist who can make severals stylized textures. We need seamless stylized textures, some will need the full layer package (AO+Metalness+Height+Normal) and some will only need a hand-painted basecolor. Some textures will be very basic…
I'm having a hard time trying to grasp the tones of cel shading, they are so random and appear to have no continuity with each other. This is either a technical question or an artistic one, it's over udk, but not on how to implement it in udk, so I chose the parent folder. My cel shader in udk looks like this. Its a light…
Hello, I'm working on a character and I'm trying to figure out the best way to do a facial rig. I know there's plenty of material out there, but the thing is so much stuff that it's confusing. First of all, I'm only looking at making a joint-based rig - the character would have morph targets used later, but only to make…
As far as I'm aware, most UI elements in Maya can be added in custom UI windows. For example, you can create windows with a scene's viewport ("modelEditor"), blend shape editor ("blendShapeEditor") and the node editor ("nodeEditor"). You can arrange them however you want and as many as you want. But so far I haven't…