Thanks for the feedback, I have a base for it yet to be done one foot in on a rock thats y it's raised, but yeh will play around with background and pose once all the pieces are done :) might even have to use that pose from that image u showed its pretty cool!
Damn this is progressing fast ... Great stuff btw! I would only suggest that you might want to remove the fur on the hip/ waist protectors, will look a little bit cleaner and will draw the attention to the top of the character - torso/ shoulders, just like in League :) Keep it up (y)
I decided to not paint it in Zbrush and to use the head as the high poly for a game quality model that I will texture in photoshop. Here is the start of the high poly of the body. The head isnt Kratos, and I haven't worked on the hands and feet yet so thats y there cut off atm.
GOT IT TO WORK! I saw that mouselook thing in the config programm but dropped it because it acted in the reversed, flight sim way. But with a bit of extra searching I found that Y response slider iI just had to put at -1. Now it plays nice and smooth! LET'S ROCK!
http://tech-artists.org/wiki/Normal_map_compression#DXT5nm There isn't much reason to use DXT5nm with OS normal maps. And if you are using TS normal maps, you will need a shader that interprets the texture data correctly (uses G and A as X and Y components, and calculates the Z on the fly).
Thanks guys. I've been wanting to update WW for Source 2 ever since CSGO jumped to S2. I'd been working on it over the weekends for the last 2 years, but now that I'm not at Autodesk anymore, I've taken the opportunity to use the time to finally finish this work. I can now finally work on a project I was working on for CS…
if im a capable designer ( im not ) i will work from my concept. If im not a capable designer\concept artist, id rather work from someone who actually is good at that, cause you can make something super cleanly modeled etc, but if it has ass-y design then it will look like ass nontheless :(
Thanks @Aydhe ! There's still a ways to go but I'll definitely break it down once it's finished. Been trying some drastic tests for fog and testing direction for new trees, so placeholders for now(Thanks Koola!) It's a bit over the top and prototype-y but I'd like to hear which direction is better to go for? A: B:
First iteration on the pillar. @nickcomeau made me think, and I might readjust the scale to more "normal" proportions, so I can also do something inside, looking a bit more game level-y perhaps. I also pushed the statues forward like @Anchang-Style suggested. Thanks again for that!
Hi Rikard! Take this with a grain of salt (I'm a noob at this stuff) but I still think the cloth pieces need some work. They look very papery to me and not very "fabric-y." I think it might be a combination of a little too much specular with the large amount of small wrinkles. The plating looks fantastic though!