Considering that this is technically a big project by a studio that has released a game or two already, wouldn't it make sense for a half now and half later approach in this instance? I feel like since this studio does have a bit of problems in terms of their previous game development that a half now and half later…
you dont want a composite material. you want a composite map put the composite map in the diffuse slot of a standard material Click on the left hand swatch of layer 1 and add your diffuse map. create a new layer and set it to multiply Add the lightmap to the left hand slot. setting its channel to 2 Set the RGB level of the…
Nice Time-Lapse video by Digital Foundry showcasing the amazing ligthing/environments: http://www.eurogamer.net/articles/digitalfoundry-red-dead-redemption-time-lapse - article mentions that the sky probably uses something like 3 layers (2 revolving 3d cloud layers and a fixed back skydome). Guess that's for a parallax…
From Wikipedia: "...Carmack also stressed a number of times that the PC version would possibly get a "super quality texture pack" to fix low-resolution(blurry) textures that Rage suffers at the shipping dataset which is identical to console counterparts. He admitted that artists were sad because a combination of multiple…
As I mentioned earlier, converting an active document will create a file called BaseMaterial [Normal].PSD. To clarify further, this means that loading an image into Photoshop that isn't contained within an NDO *.PSD will be converted to a document called BaseMaterial [Normal].PSD. This behavior can be bypassed by using the…
Update 2: it has been a long time since my last post, i started doing some materials in substance designer, mainly the plaster materials, i also made a modular rock and spamed it in there, i also fixed the lighting a bit and i created a moss shader that still needs some tweaking (green on planks). designer materials…
That's to be expected anytime your low poly has less sides than your high. If there is a cage you can adjust in Maya try this, it will help minimize it but probably won't eliminate it. You can also clean it up by hand a few ways. Use the Filter > Liquify to nudge the shapes around. If you need to clean up multiple layers…
so been looking around for more anatomy, there are basicly resources for everything, but nothing is realy focused on art. the only ones that are, are super basic plane structures of faces that are way too simple to be of good use. i tried to preserve my layers, thats why i was sculpting on highest subdiv, but while…
Demon chick looks awesome. The tail comes off the body oddly in the side view- like you drew it separately on another layer and just shoved it behind the body layer or something. Also, it's hard to see this as a 30-foot tall character. I'm not sure what you can do to make her feel like a giant since she doesn't have much…
yeap. I always save original quality, and images with layers, as .PSD. If a texture doesn't have any layer I go ahead and save the original as a .TGA and the same with all final textures. I usually save .JPG for images I'm posting on the internet since the jpeg compression can distort images. .PNG format also works well as…