it really depends on how close you wanna get and what your final output is supposed to look like, but essentially even trading a chamfer with an extra edge for the normalmap doing nothing but edges might be worth it. you don't really have to handpaint, you should be able to generate those edges in the diffuse using…
Thanks for the kind words and the C&C. It's funny I've always agreed with this but when you put work into a landing page you want to link to it. Thanks for the feedback Brian - I'll set home to portfolio. Art is home! Thanks for the honest opinion Andrew, you are quite insightful. I've been operating under the philosophy…
I think you can afford more time on the block out, one advice would be to don't jump into texturing as of yet. Work on your structure shapes, segments and how they will flow into each other. From there you can decide where to use specific textures, tiled textures and where you can reuse and where you need to create trims…
This is a really nice start so far :) , I think the main issue right now is some inconsistency in the forms of the model as supposed to the concept, in the concept looks like she is in a large suit of armor where in the model the armor feels much more form fitting, like the legs for instance in the concept the legs are…
FULGORE: Yes, the lighting isn't helping. There's a spotlight at the top of the room that's providing most of the ambient and is probably flattening everything. I'll give your suggestion a go seeing as it could create an interesting effect, though I am concerned the fireplace would get lost unless there is sufficient…
Thanks for the replies. @Macattackk Thanks.Yeah it will be upclose.Poly budget is not bothers me that much for now. @Free_Fall The title was a reference to that awesome thread.Is it really that much bad :poly122: @WarrenMarshall Same here.Me either don't comfortable with perfectly rounded arch shape.It is a placeholder…
Hey fellas. Fearian: Yeah something's not quite right there. The texture map is a little messy and needs cleaning up a little. At the moment it's too noisy. Snow: I'm just using a directional light to cast that harsh, vaguely-orange, midday sun lighting on the brick building, and the subtle ambient lighting is created…
Submaterials should be minimized as much as possible on production, but it's all a matter of balance. Having different sub-materials can also help if used well, like if you have a submaterial that doesn't need shadow casting, just turn off shadow casting in that submaterial, you'll save drawcalls that way; You can also…
Like what I'm getting so far. I'm limited by the curvature of a bp sky sphere I edited and fit in the space of the exhibit halls Going to have to really fake a lot of scale and composition to make these look right. Did a quick paint over to show key issues, and plans to address them. The fronts of the exhibits are always…
Hey, Thought I'd give a quick update of my greybox and what assets I'm looking to add to the scene. I may do another breakdown of the materials / more advanced ideas that I would like to implement but for now this is what I currently have. I'm hoping to get this into engine with some basic lighting this week too. Things I…