I still doesn't understand what is the story behind blowing up the enemy base. Is it because we destroy the base via these crystals and prevent them from doing a "thing"? -- The idea of the converging railroads come from this, Thought it like both teams are trying to finish a cart, yes. But when a team reaches certain…
So this week was a bit slow and didn't have a decent amount of quality, but it was nice to learn a few extra things and go back over my old process. This week, I may go over the Halo material and create a small scene, spend some time refining and add some flare to the material like random glyphs and so on. New Skybox…
Try and get some more depth in there. Everything seems to be a very neutral tone, push your brights and your darks that way things will stand out. Because right now the it seems very flat, since it's so low poly that's inevitable but the texture is supposed to hide the flatness and in your case it's not yet. Specifically…
I'd love to know more as well, it's an interesting topic and I'd love to understand it better. I understand the ideal of removing lighting from your textures and making your diffuse absent of as much lighting as possible, so that a good lighting system can do it's work in the most accurate way possible. What I don't…
Both your buildings look good. The texturing came together nicely. They equally suffer from being too monotone, dark and have a few spots that are too polygonal. Possibly brighter lighting and a more neutral (less bright) background could help, but I'd also bump up the brightness and saturation of the textures. Saturation…
Thank you so much for this, it's incredible! The only issue that's come up so far for me is that I can't set the background color of the material editor for my screenshots. I would prefer a mid-gray instead of black for showing off artwork on a more neutral stage. Oh, and as was mentioned the top right 'X' not closing the…
Couple of landscapes I painted because I needed card art, and because I've been trying to get back into painting with direct color lately (as opposed to using adjustment layers out the wazoo). I needed the card art because it came to my attention that all of the environments of the game were either hostile (which was most…
Exporting normal maps for opengles engine and for Unity I've ran into a problem. Here's how they look in Max. They behave as expected. And by eye the map looks perfect But in opengl and Unity the surfaces looked like they were shot at, ugly and full of holes. In this test case, you can even see some non existent parallel…
I used to: have a black background for my normal maps, causing errors in the MIP maps Now I: use neutral normal map color I used to: be bad at note taking. My bosses were also bad at it. At review time nobody knew what should have been fixed and what's going on. Now: I always carry mote notebook I used to: save .mb files…
There's a pretty easy and completely correct (from mathematical point of view) method to combine two normal maps in PS. Say, layer A is basic NM, layer B is detail NM. So to put detail from B over A you have to do the following steps: 1. Clone layer B - B2 2. Go to blue channel of B2 and fill it with neutral gray. 3. Set…