When it's an interp actor, it's lit with dynamic lighting (plus some indirect lighting) while a static mesh is lit usually only with lightmaps generated with Lightmass. These lightmaps in UDK tend to greatly wash out the details from the normal maps and make it look flat. Boosting the normal map intensity in the shader…
You don't, you bake them down to a flat plane, positioning the hair according to where your hair planes UVs are. Or you can just bake them down to a flat plane then move your UVs afterward to align them.
Some cool work. Nice hard surface texturing. It seems a little odd that for most of these you've only done the textures but there are no texture flats supplied for the first half of them. If you're the texture artist it'd be nice to see the flats up close :)
I would work on the grip, the diamonds should not be flat and they should be more close to each other, or they should be made like cushions, soft and bending on the edges, right now it will not translate well in a normal map, and it feels flat.
yeah there are so many different types of paint with all different properties... gloss, semi-gloss, flat, semi-flat, primer, acrylic, latex, oil based.... All would look different or have different properties :)
Hey guys, i havent posted any of my own stuff for quite a while now, been really busy at work lately. However I've finally decided i need to start doing something before i end up losing my artistyness to the world of no skill required box moving and unpacking. So I decided I'd start working on a next/current gen remake of…
Yeah man, what you actually want to do is do a really nice greyscale layer, then set it to luminosity and then put your flat colors behind it and then add hues above the flat colors as a clipping mask and below your greyscale luminosity layer.
Great job on the anatomy, it's clear you really studied the figure on this. The only area that stands out to me that may be incorrect is the abs. The abs seem a bit too flat and large. The flatness might be purely a lighting issue though. Overall, this looks GREAT!
Looks alright, the best tip I can give you is try to utilize the flat surface you have and keep the corners clean, the flat surface can pretty much have any topology you like and it wouldn't matter as long as it's level.