Thanks for the feedback! @KatharinaSuhany ! I've worked a little bit on the lighting and tried to clutter up the space more. Also, my reference in RDR2 has some light atmospheric fog so I tried to replicate that here too!
yeah its annoying as it happens every few minutes. weirdly after posting i could not replicate the bug, typical:/ I will update my intuos 4 drivers and see if that helps or maybe the nib is having uissues
I've got a huge tute 90% made to put on my website, that show's how to replicate this from start to finish, I just can't get this stupid last bit right with the build lighting stuff (grrr)
If you could send a copy of this mesh over to me at jonathan @ quixel . se, I'll take a look at it and see if I can replicate it on my end. This definitely looks like a bug, but I'd like to confirm to be sure. :)
Yeah the problem right now is narrowing down the cause, as we've been unable to successfully replicate it internally. which gpu and drivers are you using? and does the problem persist if you roll back drivers to the previous version?
after I made this post I did end up figuring that part out. One major problem is that once you do that you can't move or replicate that shape, it retains its original, is there a way around that?
texture is too noisy and bright right now - the base material should be in the midrange, like 50% brightness - also replicate the designs from the concept, you've got a dragon design going on when the concept features an eye.
Hello Snefer. I'm a a fan. And these are great! But isn't the process your using essentially kit bashing, using replicators, reusing shapes, etc, with the only difference being that your creating some fairly detailed stuff on the fly?
Hey! Thankyou for taking the time to leave feedback, I've added the reference image for context now. That's a really good idea, backward engineering a hair project to see how they did it, and trying to replicate their techniques. I'll definitely have a go at that :)
This was an art test a little while ago and I want to include it in my portfolio. The entire scene is 3,500 triangles and is comprised of 4 512x512 textures, including the ground. Comments and critique would be great, thanks! The first image is the reference I was given to replicate.