You won't see normal maps in the max2012 realistic viewport unless you're running a Geforce300 or better. It really depends on what you'll be doing in max? Are you going to be using realistic mode with meshes that are in the millions of polys and complex shaders with complex light setups? Or Do you not care about viewport…
@hawken, polyhertz: thanks! @df0024: i will animate them first.. depending on the feel of them ingame i'll decide if i go for a realistic or more stylized texturing approach. i finished texturing the berserk and the warlock, but im a bit unsure if the realistic approach fits the style of gameplay: what do you think about…
No problem man. Sounds like the next course of action might be to just start a new model then and call this done for now. I suggest you do something realistic. On the surface realistic can sound sort of boring, but if you do a really good job with it, you will find its awesome and rewarding! Example awesome art:
Hello there! For my new personal project I want to push myself, so I decided to make a remake of the character Sebille from the game DOS2 and share my progress. I'm aiming for a game ready character in a more realistic looking style, kind of like Baldurs Gate 3. References of Sebille's in-game model and promotional/cover…
Hi I am amateur character artist looking for opportunity to prove that i am coalified to do what it takes to deliver you assets you need for your projects for free. I am fairly good in creating realistic and stylized characters. these are some examples of my stylized ones: https://vimeo.com/180276643…
Just wondering how AAA studios making realistic graphics games (or really any studio in general) uses megascans in their daily workflow? Playing any newer realistic graphic game like MW2, i know there’s a lot of megascans textures/props used. But how much is being scanned vs. being made by artists? Is using Designer for…
This book right here: [ame="https://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719/ref=sr_1_1?ie=UTF8&qid=1357830301&sr=8-1&keywords=james+gurney"]Color and Light: A Guide for the Realist Painter: James Gurney: 9780740797712: Amazon.com: Books[/ame] Color And Light by James Gurney. I recommend it to…
Thank you, yes, this sounds about right. The keyword here is "try", as I doubt I could really honestly say I've attempted to produce one full realistic or semi-realistic enviro scene piece. So maybe I ought to set myself some time to study up on that, and then scope out an appropriately scoped project to try my skills on.
Very cool and realistic looking, could you post some screens from inside the editor - would love to see how you handled things with modular sets. Also how'd you keep the realistic looks along with a sensible scale of props (doorways in particular always come off as either too wide or too tall for me :S)
Handpainted is usually everything that's painted from scratch without use of photographs. It's frequently made in a stylized manner since realistic doesn't always feel right when you paint the shadows/highlights in it. This for example, is my handpainted, semi realistic gun: While this is a more stylized environment, but…