One really nifty feature in Krita is the wraparound tool, makes painting seamless textures easy. You just press 'w', then enable open gl in settings to visualize the repeating effect. I had been doing this previously in blender. http://krita.org/item/196-new-wraparound-tool
Well if they hit 720p ingame then I'll be impressed. Not a lot of big titles even hit that, on both consoles, and its quite sad really :( So if w get all this new fancy detail and 720p... Then colour me impressed. Just as long as its not that Halo 3 sub HD rubbish.
so is there a technique to model it better according to the perspective? The thng you did in the eye section with the strong defined planes looks like one , how did you do that ? PS ? may be I should do something similar and work out the perspective in B&W and categorize the surface planes?
What to do next - Shaping the pants to be more sleek, less bulky. - Broader shoulders. - Underneath shirt. Or maybe like a pullover, or w/e. - Cool sci-fi gauntlets and white fabric gloves - Hanging split cape with war decorations - Better face + better hair - etc etc
Awesome work dude. I like the new sketch for the dog - the slimmer limbs contrast the body really well. +1 w/ Cordell Felix on the weight distribution too. The killzone guy is a little busy though... the plating seems somewhat crude. The helmet is dope though! Keep going! :D
God damn... I JUST watched this movie last month on Netflix. I can't remember if it was streaming or DVD though. Good thing it's not in my last three movies I can still pick something out of my instant que for bedtime w/o blowing the rules :cheers:
it seems all props screenshots are taken w/o any lighting, pure diffuse ingame, however, there's baked vertex lightmaps on buildings and all props are lit correctly and look more contrast and volumetric whole art direction for RT assets was revolving around the idea of keeping black to minimum
Sorry for the lack of posts, been working on this on and off, got the low poly and bakes done. I've got the base b/w texture with the green channel of the object normal, the AO, curvature and green channel of the position maps. Then i worked on making the outline effect with a duplicated mesh with inverted normals.
i dig my PS3, only negatives ive found is that: - plugging it in causes a ground loop - locoroco wouldnt work w/o an HDMI cable - didnt include an HDMI cable, or component cables >< gogo Hi-def. - requires seperate aparatus to transfer PS2 memory card data to it
my first thought was that it kinda referred to U - V - W that would explain the 3 as it would refer to the 3 dimensions beeing UVW. or its like you said and it refers to channel #3, so it would be uv1,uv2,uv3,... maybe tell us where you spotted that word