Why would you do something you find boring? :) It's great, like others said. Is there a spec map on the sink? If yes, it looks like it could use more conrast maybe(the stains look little flat). If not, add it :) .
Thats next on my list,, I also want to add that wolf! haha. Here is an update: I am aware that those tiles need work,, I think the normals are way to strong plus the spec is weird. ~CD
Looks good. The nose looks too pointy, just add a few polys there to round it off a bit. Also it does look a bit metallic in the blue part of the shark, perhaps the saturation of the blue in the spec should be reduced a bit.
Lighting outside looks good, spec on the ground texture is nice. great use of zpsace. one thing i can see is that the water texture around the boats looks a little off. all in all nice job man
damn nice link Sage, thanks :thumbup: i really should have clued into the buzz unreal tutorials on my own :poly122: I have the maya ones that came with the spec ed and forgot all about em...
Awesome, PS2 stuff! The ring looks great, and I really like the candles/fireplace. The fade to black arches are a nice choice too. And chance you can tell us the specs for this scene? polycount, texture sheet sizes?
Nice update Kaburan! I like the crates alot - I agree with Nrek about the spec however. The barrels are nice as well, maybe you would consider a couple damage/dented barrels. Can't wait to see more. :)
Thx for the help guys, here is what you asked and heres a link were you can see concepts and highpoly(Wip at that time)Crimz. There is really no need to show spec map since it was only a quick test so.
Thank you Brice! How did you learn CSS? I've tried parsing the W3C spec, but it's pretty rough going. I've also tried a few CSS tutorial sites, but usually for specific things, not global theory.
It is the direct X, but you don't need to be using Direct X materials to get the slow down. Switching to open GL fixes it, but then when I do add spec and bump maps I can't see them. Great.