Yes, vertex colors for the win. Just divide large surfaces in some different polygons and you will be able to vertex paint them with great results. Take a look at Dragon Quest IX (NDS) graphics, it makes massive use of vertex painting on the scenery: Look at the fifth screenshot. Grass appears to be so colorful, with…
I'm a programmer, and I've done freelance work in the past. A lot of your questions come down to negotiation with the programmer themselves. There's no hard and fast rule about how these things work - the only strict advice I can give is to get everything down on paper and 'official' before agreeing to start. Be as…
I see improvements already. moving in the right direction. Tracer's core movement is missing the two small up/down in the steps from ~35 to ~65. Same for Mercy. That's the biggest thing making them feel flat footed. The main mass, torso + pelvis, has small up/dow each step, to the beat of the drum that's what gives Swing…
@astraldata Slopes are a bit problematic. Say you have a three-tile long strip and compare a flat plane versus planes covering the same distance but at different angles to meet different heights. The angled planes are longer, and if they are mapped for their distance, you'll have seams at one end. So as an exercise in…
Decided to just throw more polys at the tree canopy problem by creating smaller planes that only had 3-4 leaves on them and placing them.. strategically. I've narrowed down the problematic areas to the following: 1. Planes that didn't face the camera and appeared quite flat. Particularly at the top+sides of the tree. Use…
texturewise, the "basic environment prop" is the best. Though, the black edging on the sign really bothers me because of the way it's broken up, and the small divots should be handled with a normal map. And here's why: Having "polys to spend" because of a tri-limit on a mesh sounds okay, but if you do that for this mesh,…
Mine is the worse layout - but damn, I've done a LOT of shopping for keyboards this past year (they tend to get pounded or snapped in half sometimes ) and it's really hard work (at least in the UK) to find one that hasn't got some crappy ergo-layout wank, misplaced/rotated cursor/home/insert clusters , stupid flat little…
do you have spec maps on this? doesn't look like it at all, metal looks the same as cloth. also the edges on the normal map for those metal pieces seem too smooth, could probably be a bit sharper. overall its neat, but just looking at the textures it looks like the armor is really uninspired, mostly just flat with some…
I would download the program PureRef. It's free and an amazing reference/mood board program. It takes about 10 minutes to learn how to use it, and you'll find you're using it super frequently. After that, I suggest spending a few hours collecting references. This includes stylized materials, models, etc. Then, reference…
thanks for the comments, guys. i think i will stress my mechanical design work more prominently in my portfolio as it probably is my strongest work. i've got a whole lot more vehicle concepts from last year that i'm not able to show because they're under NDA. slipstream: thanks, the walking toilet concept was something i…