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great...but i think the lighting could do with work...not from a technical standpoint but a purely artist one... i think (lighting wise) there is too much concentration on mid and micro lighting without enough compositional contrast i know when working as an environment artist (particularly a component rather than level…
Artzian, flash suppressor is going to be changed. It is my own model. I didn't even know that Mg42,Mg43 and Mg3. What i notcied is Mg3 has 2 cuts in the suppressor http://prntscr.com/f048x3, while mg42 suppressor does not have any cut. http://image.prntscr.com/image/ac994d3f18d5464dac42010b0844119b.png <mg42 suppressor.…
I play for Dropbox, it's amazing for contract work. I'll list the reason for my case: 1. Keeps all my computers in sync with no tech knowledge. 2. You can access the files from the web, or with the app. (I've shown my animation reel on my iPad dozens of times.) 3. It keeps old versions of files, that you can restore or…
Yeah, it's not *hugely* difficult if you think outside the box a bit. Take your armor texture, now black out the bits you want to not colour change and save the result as a new image. Take the first image again and do the opposite. Been a while since I used Photoshop but you can probably use a mask to split out the two…
I'm not fond of the overly-done "artsy" HDR images. Those two on top, for example. Lots of detail, but not my 'thang. Poop - that rock is drop-dead sexy, though. I bought a new Cybershot DSC-H2 the other day, and went to town. I've been using Photomatix Pro for my HDR assembly and tone mapping adjustments. With hardly any…
What is the main purpose of this exrcrsize? Environment construction? Level Gameplay? A fully realized level? Regardless of purpose you should always start off with a plan. Just remember that even the most well thought out plans ALWAYS end up changing during the course of production. My advice would be to look at reference…
Fjornsvavne pretty much hit it square on for me. There seems to be a real lack of detail in the texture. The diffuse and spec look like it could have been made by procedural textures. The model looks spot on, which means you had to have had some good reference images to get that perfect. So use those to your advantage.…
I would say ditch the white. If people are gonna print off, they're gonna print off. Go with a light grey maybe with a subtle blue/green hue - doesn't waste printer ink if they want to print it, and makes it much easier to see texture details on screen. Chances are they'll have someone looking at your work on screen first…
Valkier, So many artist face this delima. Ricks idea is probably the best idea though. Process is much easily realized when you learn from someone else rather than working blind. My 2 cents is, in addition to learning from tuts, try steps like pior said. Having an image thought of in your head is definitely a large…