My bad if I sounded black/white; I know that many game-art answers seem to fall back to 'it depends'. It's just that "a few" and even 50% are all so relative that it's hard to tell what is meant. Depending on the artist/engine/whatever 'a few' could be 16 tris or 1600. There's another example in the pdf where it's used on…
About talent: There is some kind of talent. It's true nobody is born with talent. I am not sure though, there are many theories. But what we call talent is (psychologically) an infant development and a development that takes place at childhood. It depends on what you did there. If you played a lot with the piano at your…
i lolled :P Black and White Background: Like already said you can do amazing things with them, sometimes i'm suprised of how much depth people can bring to something with a plain and simple white background Michael Kutsche for example has two paints that illustrate the point so well on white on black Looking at reference…
You gotta understand why man. It's a bit difficult if you're not into the math behind it, so here's an illustration I whipped up: The example highlights on the right are really burnt out, but with softer spec values it's just way more apparent, you'd get yellow-pinkish spec all over without using blue.
your example is good except for one thing - your model is made up of multiple objects that share a texture - if they are seperate objects you only need a greyscale map and a color swatch to modulate the spec and get the same effect. the option to use rgb spec textures is great from an artists perspective and I prefer it if…
Zac, the funny thing with that image is, it doesn't actually look good. You're just providing an image and saying "X game did this, so it must be correct". But the image itself is a very clear and obvious example of what inconsistent texal densities can do. I would wager to say that the character in that screenshot would…
A former lead programmer of mine told me a rule of thumb for using alpha (this was for our engine at the time and may not apply for everything) - Transparency will cause a model to be rendered twice (for backfaces), so if you can cut the vert count at least in half by painting the holes in the model, then use alpha,…
I find it hilariously ironic that zacd has taken it upon himself to instruct per and earthquake in the terrible advice thread. Anyway i always interpret the increased texel density on the head thing as a way to create a focal point with sharpness, and that raises a question: I've seen uneven texel density have a…
Any examples of this working well? it seems totally bogus, for spec to replicate ambient you'd need to make it increadably blurry. Blurry spec = diffuse shading. So why not just bake it into the Diffuse and use the spec for what its intended for.
if you gamma correct your rgb values and do proper linear math in your shader you wont have the problem of specular highlights giving strange fringe colors. - the 'blue trick' should never be necessary. - the gdc 2010 presentation "Uncharted 2: Hdr Lighting" by John Hable gives good examples on this topic.