The actual normal map is just fine. I inverted the green channel since that seems to fix most of my orientation problems that I had with other programs. I just used a very high setting to show the tiling issue a little bit easier. If you set the mode to chisel soft, it does remove some of the edge problems but not all of…
Looking a lot better already mate. The one thing that sticks out to me the most at this point, is the cloth you have on the right side of the screen. It feels like it's not soft enough, but kinda thick and tough like leather. Other than that I'm liking it a lot! Maybe get some more detail on the ceiling, some horizontal…
The feet seem a little big, and the leg armor could use a little beefing up. I actually really like the definition of the face. Maybe calm the lower lip down a bit, though. I'd define the edges of the helmet a bit more, too - the edges are pretty hard in the reference, but they're looking quite soft right now. Same with…
I haven't used displacement maps much but just looking at your result my guess would be that the displacement is pushing out along the vertex normals of your mesh, so you're getting seams because you're using a hard edged cube. If you want a seamless result try beveling your edges and using soft edges (non-split vertex…
Which game did you play Ben? HL2's character lighting didn't impress me either. OK here's a shot. I haven't played Episode One though, from the side-by-side shots in the paper it seems like the lighting has come a long way, like take a look at page 38. The Half-Lambert looks nice too, I like the soft terminus.
They should have called it automask, then added the result to a new layer as an editable mask. Yes it saves time but is really a duplicate function. What would you say are the most important features of Photoshop? For me it's these; no1. - brush presets - how effective they are with a tablet pen no2. - masking -…
I like the pitted, rusted metal you've worked up for the lower wall panels. Really captures the feeling of a roughly finished plate that's oxidized and has a layer of rust in every indentation past a certain depth. The wide, soft spec on the face of the plate with the sharp, hot spec on the rolled edge really sell it well.…
I like the concept and think it translates well from your drawings to the finished project. I would consider increasing detail on the metal parts in the high def model. (add 'greebles') His boots have me a little confused, I'm not sure if they're hard or soft. Maybe play around with color some more (for portfolio…
Soda: Yes, from the back view. It looks excellent from the front view IMO. I'm not sure about the deforming though that Harry brought up. I would guess, just go with the most natural look, which is how you have it. When the knee bends, you wouldn't see the detail much anyways. Its on the underside unless she is resting on…
Hello, I made This so I thought I'd pop it on Gumroad What you get is a few (more to come) primitive shapes made of distance fields, nodes for boolean operations on distance fields, a mask generator with nice smooth edges and a trippy distance field visualiser. With these tools you can easily create masterpieces such as…