How is this tree being textured? Most game trees use a tiled texture for the bark, so there will usually be seams at the junctions. You can reduce these, if you adjust the UVs for the branch, so the bottom lines up with part of the trunk uv. But that's not easy. You can cover the larger seams with detail meshes, like ivy…
if you're using a mouse it's gonna be a lot harder than using a pressure-sensitive graphics tablet with a pen, because the pressure sensitivity can be set up to change the "opacity" of brushes, so you can paint over an area a few times, building up the value by a small amount at a time. a good way to blend shading is to…
Hey 32Rud, it started as a pencil sketchbook doodle then I took it to PS for some basic laying down of values and shading. As soon as it started to feel like a fight against the rigid PS brush engine I took it to ArtRage to paint it more freely. Then back to Photoshop for some more blending and detailing. It works well but…
[ QUOTE ] hah, you guys sound like all the whiney g1 fans on all the fan forums. [/ QUOTE ] We are the whiny g1 fans on all the fan forums. An' prooood of it. [ QUOTE ] Why would he want to blend in with humans anyways? He's not afraid of crap. My ideal Megatron doesn't blend in at all. [/ QUOTE ] Your Megatron is brass,…
It's hard to tell from that youtube clip, but it looks like they're using a multiply blend mode. Subtractive blending can do some neat stuff too, depending on the look you're going for. If I were going to make a 'smokey' character shader, I'd start with some kind of inverse fresnel on the whole guy (so you have interesting…
hawken.. cut down the metarefresh on the dentata site to half it's current time, and if you can get rid of that frontpage (and music) for the adverbage page and just kick it straight to the main page (maybe play the animation sans sound once for the logo in the upper right). For the Guentaya site, take that menu bar (the…
Project #2: The Old Radio I underestimated the complexity of this project at my current skills level: as a result, it took me an insane amount of time to complete it. But it was fun, and I think I learned a lot. References Modeling and Retopology I created the circular cavities on the front, and the rectangular ones on the…
ok your technical workings are absolutely great, I really like how far advanced you are in these vfx/shaders..but your presentation needs some extra tweaks to make people on polycount say "dat's pretty art yo" Im just gonna run down the sky only in this 1- Clouds need to be atmospheric, clouds are not solid objects as you…
Thanks for the feedback guys! tadpole3159 - I do have some fog rolling into the ground like that pic, a little more subtle though. I didn't want to make it look like Scooby Doo :) PogoP - Nothing fancy for blending the eggs and ground. I relied on AO and lighting to blend the transitions. The rest was carefully sculpting…
Also, thanks to you for your feedback @Fabi_G I'm glad that you like the idea. The project will not have any game-ready gameplay at this point. You will be able to walk around for the final product (especially to see how the snow works), but there will be no real mechanics for the time being. This is something for the…