It wasn't too complicated. Fine detail and noise was generally avoided in favor of larger, more readable slashes and pock marks. Proportions were generally large and chunky with emphasis on silhouette. The textures were mostly just AO maps with curvature maps or desaturated normals to add some lighting to the diffuse and…
<font color="pink">[1.General]/golfclap</font> <font color="orange">vig claps half heartedly, clearly unimpressed.</font> <font color="pink">[1.General]/silly</font> <font color="orange">Vig tells a joke: An Orc walks into a bar with a parrot on his shoulder. The bar tender asks "where did you get that?" The parrot says,…
I own the pro version of shadermap, it's a really good program for being so on-the-cheap. Next version is in development with a lot of cool features, uses a full 3d interface next version instead of windows etc so u can preview and do all the other stuff right in one dialogue, instead of and extra one to preview. Looking…
if the left and right arms have the same UVs and you're baking ur normal map all at the same time it'll project one on top of the other and you'll get a total mess, if you want mirroring and ur highpoly geo is the same you will have to offest one arm's UVs to either be outside the 1x1 UV square or just scale it down in a…
Really cool updates, i like the newest one especially, if you want ideas (though you probably already are looking at some) The Asian artists on the station who do hand painted works got some nice looking stuff you could use to reference for general ideas to "enhance the textures". For me the textures are in a decent spot i…
ok, here we go. Here is a rough and quick example of what i meant in my previous post. Please note that some stuff (especially textures) r only basic and simplified examples which show my point, and they were not fully elaborated for final quality look :P First of all, when u deal with low-poly vegetation u need to look at…
There sure are great automation tools out there for rapid prototyping, but it's a bit misguided to think that any of these will ever make the knowledge of optimisation and clean workflows obsolete any time soon. It can take a full month to create a set of assets for something as apparently simple as a moba game, using…
For hardsurface polygonal subdiv,...well just about any genre and/or technique I can think of across the board, is that basic 3D modeling principles apply i.e. start low then iterate towards high poly Non Destructively. Think about nailing down good habits now, whether pro derived or advanced hobbyist believe me when I say…
@skyboyfly The AAA IPs you've noted as inspiration for your project involved hundred's of devs with years of experience and attained skillset covering various disciplines over multiple years of development too achieve market pre-eminence of their respective genre. What you're proposing if an indie/small team is practically…
Well, it's a bit of both isn't it ? On one hand, I don't think Pwnisher has any single cynic bone in his body and his challenges manage to carry the old school feel of otherwise long gone exciting community efforts (Vertex, Dominance War...) - and the inspiring results speak for themselves. On the other hand, the end…