Looking much brighter, nice. However for me it's lacking in composition, my eyes don't know quite where to go, and I land on the upper part of the doors where it's lit pretty flat and not very interestingly. I think it would help to study composition, how to lead the viewer's eyes around your piece, and thus get them…
Hi kanga thank you very much for your advice, this makes it a bit easier to understand now. I have also seen people creating UVs from polypaint and that might be also the case for me. If I don't need them at all that will probably make it a bit easier. Hopefully that will work with Mixamo and then Maya.
I have to say that I was kind of excited about this scene, but you lost me on the way. :/ You were off to a really good start by making the thatch roof more interesting, for example, but somehow you seem to have lost interest in properly detailing and texturing the closeup of the hut. The perspective is hard to read,…
Actually Vig, that's a pretty inefficient gaming machine for the money and a low quality mobo. And also, about ATI having horrible driver support, they fixed that about 1.5 generations ago. And even if you still disagree, so many people hack the catalyst drivers it shouldnt really matter anyways. If this is a gaming…
I think you should change the tile colour, or tone down the saturation of it, i've never seen tiles that colour, it's too similar to blood, unless that's the look you're going for. I would also up the brightness a bit in lit areas, maybe throw a low intensity ambient light in there. keep at it you're doing well. :)
lol they really need to get someone to handle PR. Nice to see they are still trying though, lets see what happens when the mythical sdk is finally released :) . My guess = no dynamic lights, no animations for point cloud models and no shader support as Im guessing each object is lit and textured on a per atom colour.
I would try to take some of the blackness out of your cracks and let the normal do its work on them, if its too dark it kills the normal map when lit. everything else looks pretty good man, like luke said, put it in UDK and get some nice bounces to the lighting.
It could also be possible to offset the ramp shading with a texture, which would allow for some areas being more easily or always lit (faces) or in shadows (underside of Sol's kneecaps). It'd be a bit more intuitive to manipulate for an artist than the normals. Kind of like an ambient occlusion term but in both positive…
Areas that immediately stand out to me are the creases and folds on the clothing, they look a little bit blobby at the moment and maybe you've gone a bit too far on the arms although that may just be because you haven't done anything on the chest yet which obviously makes for a weird contrast. In regards to that I think…
Yep, I knew it would happen. Difficult to fit 800x600 image browsing plus the sidebar. I think I need to shave 20-25 pixels off somewhere in the css layout to have it fit in 1024. My thinking was that most of the people looking would be art types running at least 1280x1024. It is a little bit of a bugbear of mine of…