I went with tessellation because I think it would be the most visually striking change for your average consumer. Things like postprocessing/better shaders would go more un-noticed by your average wallmart shopper. I could be wrong here. And tessellation doesn't add enough striking visual difference to really warrant a new…
Generally, the approach with AO will depend on how good the lighting systems are in your engine or target renderer. * AO should be typically applied with a secondary texture and not baked into albedo (or other maps). This allows the engine to multiply the AO on ambient or indirect lighting pass only. AO should not multiply…
I'mm unsure what your ground material is meant to be honestly, is it concrete or snow? you may wanna re think the material cause it's looking kinda off. up the polycount on the garage doors to give it a bit off a bump on the curves and it'll hep out a lot, maybe even add a slight coloured tint to the lighting could add…
Hey all! The past couple of weeks have been quite busy! I've got most of the ceiling done, the center floor area at a place where I'm happy with, I started on some props and made some slight tweaks to the lighting! I've still got the 'unit' bit where the pipes (which a couple were made using Marvelous Designer!) feed into…
Not sure what your aim is other than 'animation rendering', if it's architectural visualization then I'd use models that look more like real furniture. The leather material is way too glossy and in general most of the materials could do with a reality check for how they would actually receive light in the real world, the…
I'm still trying to wrap my head around which part you're having issues with. Could do a paint over of what you're trying to accomplish? It sound to me that simple Camera PP which as a Phong like mask for a Vignette kind of effect for masking out the 'sweat' in the middle, while lerping between a Distorted SceneTexture…
Here is an updated shot. I added a couple more torches along the scaffolding path to add a little color interest. I re did the gong texture to make it fit more with the visual language. I removed the under piece that was under the gong. I tried adding a slight light in the cave to the left of the waterfall and it took away…
I've also noticed the same cool/warm differences in my eyes...most notably after I wake up from sleeping, and had slight pressure on one of my eyes...the difference seems more pronounced, for whatever reason. [edit] Also, now that I think about it...when I go from a really bright area to a low-light area, the color…
Looks good for a first handpainted model! I would say thought that the metal parts looks ab bit like clay because the highlights I think aren't contrasty and sharp enough. I would go in and make those highlights pop, and probably use a harder brush. Another thing to really make it pop is to paint in some bounced lighting…
A lot of us have probably read the Vavle Dota 2 character and texture art guides by now. If you haven't, then GET ON IT! http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf One of the techniques they talk about in the…