DnS, Ok great. I see what you are saying about taking more care with the dirt overlays. I find texturing to be the most challenging aspect, and the area where I could probably use the most help (in terms of tips etc). Are you also suggesting that I should not combine normal maps like I have done here, and should generate…
This is my understanding also but something I've always wondered is how can an application like photoshop take advantage of 2048 pressure levels for opacity? 2048 pressure levels distributed between 0-100% gives you increments of about 0.09%, but photoshop doesn't deal with percentages in fractions of a percentile so isn't…
Was a really engaging demo, but watching it I couldn't help but wonder why a company that seems to pride itself in pushing boundaries feels it has to cleave so close to the same old themes (male gaze). There is no question whatsoever this entire demo was made for straight men. Nothing wrong with that, but when the entirety…
http://www.ps3informer.com/playstation-3/images/uncharted-tb.jpg http://ps3media.ign.com/ps3/image/article/789/789108/uncharted-drakes-fortune-20070516073337616.jpg those two shots show, that the drake model looks like it's about 10k and has one 2k texture .. I'm shure it's not only looking liek that.. I guess it's the…
It would be nice to see the models smoothed hehe :D I wondered the same years ago, and knowing how harsh and abusive can be the ppl on forums (always with sad and horrible answers), i prefered not to say anything to avoid "Fanatics". There aren't perfect programs, so Zbrush is not the exception. We live with its defects ^^…
One other thing to consider with specular is that the more specular something is the less diffuse it is. So basically if x amount of light hits a surfaces then some is absorbed, some is reflected as the diffuse component and some is reflected as the specular component. You never get a surface with 100% diffuse and 100%…
1080 vertical pixels is way too low. I'm not completely happy with my 2560x1440 (I would should have gone for 2560x1600) - I wish I had more space for menus and tools. If I were you I'd wait for 4K monitors. I hear Dell is about to ship a few, including an affordable one.
"so when I did the uvs and assigned a texel density" "i'm confused :/" You're confused ... because there's no such thing as "doing UVs and assigning a texel density". This simply doesn't exist - or perhaps, you are being confused by a tool introducing the concept of "texel density "in its own way (for instance scaling UV…
Notes on "Art Tutorial" by Arne Niklas Jansson (androidarts.com) This tutorial makes many good points and wise comments, and I'd have no problem recommending it provided people make use of the following footnotes: Terminology "Saturation - How much color there is. Grays aren't saturated. Neon colors are very saturated. In…
Its pretty easy on to tell if a game is rendering at 720 or 1080, but it doesn't make as much of a difference as other settings, I don't think there's a reason to have a game on the ipad 3 render at the full resolution, besides from the gui. I'd like to see accurate AO (screen based), not ao layed over everything