Just so you know. Baking the lighting into your texture is not always the best idea. From the art style you are using sofar I would say Let the normal map work out the high lights.
ya i already owned more than half the package, and with the new ones i already owned 2 out of 3. i still dropped some money on it and did gain 3 new games sofar.
Hey @nxyx702 great suggestion! We have something similar at work, not for the art department yet though. This also seems to be the most flexible option sofar. Especially when dealing with stubborn tools like Zbrush :neutral:
i might have to adjust some topology on the front where the spikes are. i have to check ingame maybe. but after all i am quite happy how its developing sofar. this is just ao on lod0 in blender.
Updates!! I'm having a bit of trouble with the roof, it seems to curve down and in at the back at the top like the hull of a boat but the back left part seems to be straight. Getting there with the block-out though, and actually quite enjoying Maya sofar.
We're looking for a veteran dev person/team to join us, in creating an indie game. You will have total creative freedom* over the game’s genre, subject matter and gameplay! And are free to display the work you created for this game in your portfolio* (no NDA required*) And we'll provide support where you need!…
A generic head I'm working on for a series of "create a player" style heads. designed to be swappable with different hairstyles and colours. Let me know what you think sofar! Although, there's probably not much to comment on at this point. Also if anyone knows of any good eyeball modeling/shader tutorials, im all ears.
[ QUOTE ] sofar the creature and buildings he made in the video look a lot like the ones from the screenshots that have been around for a while now... [/ QUOTE ] It's actually an old video, from last years GDC
Yep, message a mod to get it moved. Feedback: You're human renders would instantly benefit from having some sort of skin texture on them. You want to use SSS in combination with a diffuse texture. There is a slot there for it. Specularity will make or break it, so you'll want a nice spec map as well. For starters, you can…
I would try and do night lighting on this. Might work out pretty well, Soft light blue for the dominant light and then make some torches and scatter them around and use them to control the composition (or what ever lightsource you feel is applicable) This way you can do nice soft fill lights into the shadows to get them to…