I find it pretty informative to look at texture flats. I usually keep texripper on hand to pull the flats from vram and noodle with them. Its a fast way of seeing how things work.
ahh try to work some arches or different shapes into the ceiling instead of the flatness of what looks like the bsp. it will add depth by not being so flat and be more interesting overall. keep it up man
It's a good start but personally I really dont like the color of the roof and it also feels waaaaayyy to flat. It would help a lot of you actually model some half cylinders on the edge of the roof to "break" the flat roof lines.
if the geo isnt the same, it only works for everything but tangentspace normalmaps. so if you go for a normalmapped character, make sure the topology is identical. or the normalmaps are made completely flat, not baked from high to low geo. with hard edges and flat geo you might also get lucky, dependent on how close you go.
You don't have to over complicate things, a pretty much flat building is a pretty much flat building. blending between 2 or more textures is definitely the way to add detail and avoid obvious tiling.
Well, this Krita flatting filter is pretty much the opposite of what I am looking for :) But I see what you mean in the sense of comic book flatting having similar challenges to that of ID-based texturing.
after i see kane and lynch id start to think somehow the censored thing look better than flat polygon with flat bloody red fluid animated texture. .. really. but hopefully it wont overused by other title in the future
The Flat Color material in zBrush is special in that it literally has no material and color assigned to it. That means that if you have the Flat Color material selected, and are in MRGB mode, and fill the object with white, it will erase all color and material information from the tool.
This is a pretty decent start. Your hair cards looks better than my first attempt at hair cards! :lol: Your texturing in general needs some love, there's a lack of contrast in the face and the clothing meaning everything looks flat. I would definitely spend more time working on colours in the face and general skin…
It's pretty reasonable - the layout itself is nailed quite nicely and the composition isn't too bad. My major critiques would be: 1) The wall meshes are very uniform (on top in particular), despite being constructed of large stones. I would genuinely have used real geometry on the tops, and sides of the walls, as the…