Here are some examples, My few year old 8mp compact p&s(Canon SD1100), now sure you can buy a better P&S than this, but all p&s cameras generally have the same weaknesses when compared to a DSLR. VS my Sony A560 with 35mm 1.8 lens. First: Canon at 400 ISO: We can see the jpeg artifacts here, and smudging for noise…
since it´s up again i have to add something as well. my main problem with threats like this is that opinions are alwayse biased and on top you maybe get a lot of false statements. i don´t read everything again but to pick the last which caught my attention in this threat: wrong! ok it´s F8 to F12 to switch between…
I´m in the process of matching to the concept as i can, so some pieces need to be resized and others like the bow( which i made almost in the beginning) i´m about to leave them as it is, and the cape...mmm not sure to match the wind movement of the concept or leave that. One big problem (and i seriously need some tips or…
Color calibrating will likely improve your color, especially if you have a heavy blue shift or if you're seeing big differences between your two monitors. However, I would suggest getting a better monitor(s) instead. The panel in your LG is a TN, which means poor color reproduction and poor viewing angles(color may differ…
Reinstalling without activating worked :) How do I make something context sensitive? I tried assigning "s" to uvw unwrap stitch, but it's overwritten everything to do with s, so ctrl+s no longer saves, etc.
Mmmm looks pretty solid at least for me. If i need to criticize something... the hands and the belt lack of details compared to the rest of the design, but probably it´s because it´s not finished the highpoly right? It´s based on some reference?
@99499 Really generalizing here but... In the late 90's and early 2000's (back when I started with game mods) there was the diffuse workflow. Diffuse is the color texture with static highlights and shadows painted in. It was really common to use photo mashups as a base texture and paint over everything to unify the static…
A background in architecture is very relevant to level design. When LucasArts was starting to work on 3D first person games, they hired on graduates from UC Berkeley and Columbia architecture schools. These early level designers brought with them a background that allowed them to create spaces with intent in the more…
neat concept and progress, perhaps if you have the time, check out some of the wrinkle brushes and tools like the "gravity" options to see how the folds work in a cloth simulation, <(yt link) if you wanted to then simplify them if you do to get the look you are trying to get to, just my. 02's if it helps, otherwise carry…
So I got some nice critique from some awesome Co-workers and I reworked quit a few things. I`m pretty happy with how it`s turning out. I`m still thinking of adding some tiny design work.. I don`t really wanna go with the standard honeycomb texture. Also the hair is still up in the air but it`ll probably change at the end…