Big readability improvement :) Only comments in that regard is how many wraps are on the handle.. seems really densely wrapped. minor detail. One step you should focus on is material definition. What's the green part of the blade? is it green-painted metal? or jade? the blade should obviously be metal but it doesn't have…
Got some basic textures in there (wood floor, a green tile on the wall but I'm not really digging it so will probably change to a more basic stone) and worked on the skylight model and blocking out texture. Gotta refine the roughness/metalness values for the skylight trim pieces. Wood floor is too contrast-y. Also grabbed…
Have you tried adjusting the projection shell, or adding a slight inflation deform to the mesh before projecting? If the green and pink areas are different subtools that intersecting each other, then it's possible that the low poly verts (which appear to be clipping inside the face) would be closer to the pink faces hidden…
This is going to be pretty awesome, can't wait to see it happen. As an environment person with no character experience at all, I think the skull looks great. I'm curious to see what you do about color variation on the castle, as obviously it would be a bit boring if you stuck with the reference and went all green :P I love…
I was hoping someone would figure out that the lighting was a joke, I just turned on Unlit mode in UDK. :D And I can see andys pictures. Ive had that problem too, sometimes people wont see some of my uploaded pictures, but others can. Who knows what causes it. @andy - One piece of crit, the floor is too green. When i look…
You might use colored specularity for nonmetallic things. For instance, if you want white highlights, try subtracting your diffuse color from your specmap. For example, if you have green grass and you want white highlights, try experimenting with a magenta-tinted specmap. Because green + magenta = white. If you're using…
I did a paintover to show some of the changes I would suggest. Green background to reinforce the jungle (?) environment, and to pop out the red drake (green being red's compliment). Desaturate every red object BUT the drake, especially the rocks. The extra red broke the strong sillhouette of the drake and made the drake…
This is really coming along nicely Ren! You'll find your own comfort zone with the pipeline but what you've done so far seems fine. Some tips and tricks for a quick Cavity map is if you take the normal map, copy the red channel (emboss it by 0 degrees) and copy the green channel (emboss it by 90 degrees) and overlay the…
i on the other hand don't like the colors of paintover too much. (yes, i know it was just a quick demonstration and i'm not bashing it). i think the first pic from this moodboard has a really good color palette worth of copying. it uses all kinds of colors, ranging from cold greens and warm greens to intense reds and warm…
[ QUOTE ] I doubt that Zmapper has a preset that works the way Doom normals do... [/ QUOTE ] I may be missing something here, but i thought that doom3 normal maps are just standard normal maps with a flipped green channel? There is an option in zmapper to invert the green channel, so i dont see why you cant use this? Btw,…