Loving them! Great moods and colors. Sense of scale, space and perspective is sometimes lost, though. Obviously you are playing with that in some of the pieces, but for example the deer in the second landscape look off even for a tele-shot with very little perspective. (The viewer would expect to be somewhere close to the…
About your decision to make the hair less voluminous I think you should have it localized to the head. If you look at the concept there's a lot more hair over her left shoulder than her right shoulder. That means most of the hair shifted over to her left shoulder because of the rotation of her torso. I'm probably…
the UV shells need to be moved in from the left edge, they need more padding between the pieces, and you might need to increase the size of your light map. If this is all that is going onto this lightmap you should use as much of the space as possible, giving scale preference to pieces where you need the most shadow…
I think that's a pretty poor photoshop, it's too cheesy looking. Top left is the original released screenshot. Of all of the recolours I've seen, the bottom right one is my favourite. It captures a nice vibrant tone but looks modern, maybe because everything that's colourful is glowing and bright with a deep red fog to add…
Oh man this is looking rad! One thing that stands out to me so far is that I feel like the background is so left-heavy because of all the equipment, vs the open space with the sentinels on the right. Balancing this out will help quite a bit...you might be able to do it all in lighting...if you really play up the lighting…
the reason as I understand it is that our vision is a composite of what our left and right eyes see. we have a large portion of our view that overlaps between right and left, which allows for better detection of parallax. Additionally we dont need the information coming from the inner areas of our sight (our brains…
Looking once more time on my items I need to say that your right guys :/ haha how cruel... I was referring to this sentence from dota requirements page: "The "_normal" texture should be 24-bit and use the 3dsmax format(red channel is left; green is up; blue is top). If you aren't creating a custom normal map, use a flat…
Never mind I have fixed it after searching the deep dark web for a solution haha, I just simply un-installed quixel then used revo un-installer to get rid of anything left over! I also then did a search of my pc with anything relating to Quixel and deleted whatever was left then to top it off I did a clean of my registry…
I've checked for unmapped faces and i'm pretty sure I got everything. I've also tried selecting the faces on the left side and inverted the normals but I came up with this nasty dark line that runs down the center of the model. No matter where I rotate the lighting, it appears. Also, after flipping the normals, the entire…
Most racing games I've read about use a dedicated track modeling system, not purely geometry out of a tool like 3ds Max. They use splines and their own meshing/UVing system, tuned to what they need. For the bumpiness there, have you tried reversing the triangulation, so the diagonals run the opposite direction in each…