Hey, Johan, I totally agree with you. Everything does count and in no way should you just drop LoDs. Make the best you can with what you've got and waste nothing. I fully support this approach and in no way am I advocating sloppy work. In fact I would be the one to optimize stuff even when it makes no difference to anyone.…
There are various problems with baking lighting using point lights. The most prominent is that specular highlights will kick you in the ass if you don't adjust your gloss and overall intensity properly before baking. The wider the specular highlight, the smoother the shading will be. This is essential if you're using any…
Hey nice example Vrav. I guess from that point on, we can even make further distinctions : the actual rendered/zbrush matcapped source sculpt (and texture), compared to the end result in the game. The most striking example of this problem is Assassins Creed 2. You get OMG YOURE A ZMASTER comments at the sculpted character…
Overall your character stuff isn't too bad. You seem to have some varied characters, as well as a decent array of different types. However Your lighting and rendering and post work is ass. The FX around Ghostrider aren't even remotely passable. You aren't an FX artist. Either post add them in with Photoshop - or an FX…
Character Concept: Low render detail Middle render detail High Render detail For details about my workflow: https://www.artstation.com/artwork/xYmPmW For show other characters: https://www.artstation.com/riccardobucci/albums/986850
Good work on the site. Easy to navigate and find everything. Even the light-box thumbnails didn't bother me that much. You could probably just post the reel video at the top of your gallery page instead of having two separate pages. Also, IMO for props and environment work I'd rather see a gallery of nice big stills than a…
In local TV ghetto broadcasting studios I suffered with specular infini-D which had a very sloooooooow ray tracer or trying to render a flying logo under a weekend was too much to ask for using our avid's power mac 8500. We were such idiots back then that we did not realize there was an option other than rendering to a…
its looking pretty good for a low-poly scene, but i think you're underestimating ds spec "After reading some spec sheets they all agreed a game at 30fps could hand 2048 tris onscreen at once so I wanted to keep it under 1000 tris since the characters onscreen would take up the remainder of tris" it's not 2048 tris in total…
Renders ahoy, both great and problematic. Middle is normal, left is a sort of 'night rendering' where the shadows are colourised more purple, and right is a sort of MVC3 style of rendering.