Tried to do a paint over for you. I usually like to place a sun some where to remind me where I want the sun light to come from. then take the base color and then pick a color above and below that. Depending on the angle of my sun I will paint light areas where i think the sun would hit and darker areas where the sun…
Depends on the material. Are you using a gloss map? I would use a low threshold with the gloss, and have a low-med spec power that defines the pattern in the cloth. Otherwise if your spec is applied with a general gloss derived by the material, keep the cloth generally really low on the spec power, but catch the edging and…
@Sugus Thanks mate So over the last few days I've been working on getting my asset into CryEngine and fixing any normal map and ambient occlusion issues. Here's the latest updates. I've included a character because I think quite a few people were thinking its a small asset. I'm at the point now where I'm fairly happy to…
I want to thank everyone who took the time to provide feedback on my Inglourious Vermin WIP. I have taken the suggestions and applied them to the artwork. I think the suggestions have made this a much stronger
piece. Here is what I changed: - Elongated the otter’s neck and changed the shell logo to something better. -…
Hey man, looks really cool :) I would say firstly the forms need to be more defined and as Suba just mentioned, the striations you've added along the arms and chest are kind of unnecessary, they're more secondary forms. Your last image was better but I think the muscle definition needs to be more apparent. If you look at…
Right, a gloss map doesn't define how bright or dark the reflection is*, it defines how blurry or tight the reflection is. Depending on the reflection content (from the image based lighting, dynamic lights, or some combination of both) an area will look brighter or darker depending on exactly what it is picking up from the…
Also, i'll probably do another paintover for you if you'd like, but for now: While the anatomy and proportions are pretty nice, you are falling into the exact same pitfall with this second texture. The major masses are not defined at all. You obviously don't want to hammer too much unnecessary, fixed lighting into a…
Slash, I'll upload some exemple later this week, but yeah there is indeed a clear visual difference. I'm sure that doom3 could handle both, but the default shader definately calls a specific type of normalmaps. I think I also forgot to mention that all the screenshots shown are straight from the realtime viewer. Anyways! I…
thanks for the info Conor :) Yeah, I definately think sending out screenshots and making a simple webpage could help quite a bit... There are quite a lot of small Iphone/mobile game review sites and they are very willing to showcase work from new developers! Our plan is: make a website>announce our projects>contact a lot…
In Toolbag the SSS shaders can take a Scatter Map which defines the color and depth of the scatter effect, as well as a Mask that defines where the SSS effect is visible. Black values in the mask will use Lambertian shading, while white values will use SSS. So you should use the Mask texture to mask off non-translucent…