Im not saying your wrong Eric but calling Gloss power doesnt make sense to me, I could be wrong but by my understanding gloss is a measure of diffusion. The power/amount of reflected light comes from how reflective the surface is Spec = Aproximation of reflected/absorbed light Gloss = Aproximation of how specular/diffuse…
cheers eric. any ideas why the alpha isnt showing up in a straight forward render? I thought it did it by default edit: actually I think you're misunderstanding me, I have some floating alpha planes above the low poly I want to render (think floating high poly geometry, except with alpha). the low poly has no overlapping…
True Eric, but you would be surprised how particular about doing stuff some people can be:) here is my current effort. works ok and perhaps just posting led me me to quickly improve it. damn that always happens, as if the very act of posting a request somehow galvanizes me to solve it. But preferably I would like not to…
Wow, that'd be a damn usefull tool Eric. Anyone happen to know of something that lets you do similar things in Maya though? We don't use Max. Also, another way to do this easier is (in some cases) to create an straight object with the right amount of sub divisions, map that, then to deform it into the shape you are going…
I'm looking for a concept artist who wants to create concept art for DOTA2. I can model and texture, and want to work with someone who would have fun coming up with new items and armor for DOTA2 characters. The rights to the concept art would naturally belong to the artist, and I would hold the rights to the models and…
Hi everyone! My name is Erica, I'm a self taught game artist and although I don't hang around these forums very much, Polycount was always my main source of game-art-knowledge! So I thought I should show you my first professional work! Some textures and Particle FX for a game called Dungeonland! It was published by Paradox…
I don't have it, but on his old blog, he says people regularly email him for it; so could be worth reaching out to him directly, if no one here seems to have it! He also has a twitter : https://twitter.com/RealtimeVFXMike I know @Eric Chadwick has been fighting against the tide, trying to keep the links alive whenever…
if you tile the mesh rather than the texture you doing splits preventing tri-stripping, doubling vertexes and their normals. The rendereres often couldn't do perfect seamless appearance accross those splits especially with such extremly deviated pixel normals as Eric said. I suggest to make tilable texture i.e UV going…
Eric, thank you very much for your reply. I can see the difference between my attempt and your photo reference. The layers seem to come in from the sides as crescent moon shapes, whilst mine is a lot more even like paving slabs. The biggest issue I'm having is describing the cracks. I use a Wacom, and when I have it set to…
Hey Eric, nice study so far dude, that female anatomy is a bitch to get right. I did a little paintover for ya to address some issues I saw, hope it helps. Really diggin the outfit you've designed for her, the only crit I have on that is the shoulder pads seem a little heavy duty compared to the rest of the outfit. They…