I bought a Pentax Optio S4 and I have to say that I'm less that impressed with it. I fact I tried to take it back. and the guy ref. me to the pentax office in Mississagua and -get this- they guy at Pentax said that 'I should not have bought it' it is of poor quality. (Thanks!) Basically what they did is force a 3Meg CCD to…
I've been getting very little feedback, people who don't know about 3d just love it but can't notice the small details or the obvious flaws which a 3D artist would immediately notice. I would like to kindly ask you to destroy my portfolio and roast every single wrong poly or pixel you see. I'll be very grateful artstation:…
Nearly finished my basic port for 3ds Max. this little script can start xnormal, bakes high to low and can visualize the result via the Xoliulshader. hope i got not that much bugs. still new to max script :poly142: this tool only bakes one lowpoly in your current max scene. the highpoly has to be finished with some other…
thanks :D indeed, color is next and then perhaps a version with a larger matrix for the dither as it's just a 4x4 currently. I'm not sure what's more historically accurate. I've hit a couple of blockers with the larger color palettes so I need a win to keep this interesting. The limitations around data storage and lack of…
I see what you're saying but if I do a 4k image they still look nice when zooming in (which I'll do for a showreel of my static images) compared to say a 1024 one where I'll start to get some nasty pixelation which I despise. I guess if putting an image on a site like artstation perhaps 2k might be better if 4k would mean…
^I see, so even if my end result is a 512x512 as an example, the starting map should always be 4096 ? on my latest design for a challenge i made those textures at final resolution 2048x2048, in the past (hand painted works) it was said that working at final resolution was the best option rather than scaling down, since…
Finally satisfied with how the train looks, next is adjusting colors for the rest of the scene, as well as re doing the walls and floors so that the pixel density/quality is the same as everything else. The train took the longest time out of this project due to me wanting to really practice mechanical parts and decor…
well, this is not a math, art is creative business, to stand out of crowd you don't have to be the best at pushing pixels or polygons. Yoji Shinkawa ( concept artist of MGS) once competing with his classmates to be the best at drawing bishoujo ( anime pretty girls ) but then he realize if he keep doing same thing he wont…
I'd give the materials another pass, honestly. That wood in particular is a) supershiny, and b)pretty bumpy. More bumpy than it's albedo or gloss would suggest The text is also pretty pixelated, and there's no variation in gloss/roughness between it and the wood. Some edge definition and ao would help But some larger-scale…
Excellent practice. You trade blurry unique textures for higher pixel density. Just don't leave them overlapping when baking your normal maps. Temporarily move the overlapping UVs outside of 0-1 UV space before baking. EDIT: While we're on the subject. Stretching UVs outside of 0-1 space "tiling" can be good too. Depending…