Boomz, try replacing the spec on the solar panels with an environment map. There's much fancier ways to do it (like linking spec colour to fresnel parameters, so the colour changes depending on the viewing angle), but an envmap should do the job nicely I think. At the moment it looks way too noisy, when solar panels are…
You can't compare someone who is a talented 'traditional' artist to a mediocre 'game-art' artist. Well no shit you'd pick the talented guy over the mediocre guy, anyone with a bit of intelligence would. Knowledge of traditional art is really important for any artist and I'm really disappointed I've never had any training…
The new W does unite everything a bit more, but i still really dislike the capital K for its clashing lines/line-weights. I also really don't like the thin line in your H, it just feels too flimsy compared to the rest of the typeface. The website's layout is nice, i like the simplicity as well as the seperation of…
Now as I have wandered around the boards and found the other end of this discussion I really like what Hawken drew up as well. I Totally agree with what these guys want to do with the focus of the site. I feel that it totally agrees with the focus of what is happening on the boards. The low poly thread is a perfect example…
It doesn't matter if it doesn't really understand anything as long as the output looks somewhat convincing, and the decision making or oversight can still be handled by humans. At worst you'll only have some sort of concept artists/AD hybrid picking and choosing and making minor adjustments. It's also not like we are doing…
Well I'm not 100% sure I'm right when it comes to a PBR workflow, but I believe the whole idea behind it isn't necessarily whether it's PBR itself, but how the artist creates their materials. IE technically a color map for a PBR material would have little-to no lighting information in it if it was going for realism. That…
I went to AI San Diego. Believe me - Nobody was happy with the policy here. not teachers, not students, not academic directors. i Seriously doubt that AI organge county - less than a couple hours north - had a terribly different experience. I have BEEN following you on this. not once have i suggested that the school stop…
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Mari 2.0's layer system kicks the crap out of mudbox's layer system imo. Another thing to consider is that mari will let you hand paint accurate vector flow maps. [ame=" https://www.youtube.com/watch?v=EqRQcKLXR0k"]Mari 2.0: Vector and Flowmaps - YouTube[/ame] I'm also not sure why gray said that there isn't a fast way to…
Regardless of which method you choose you can get a cute base like so: 1. Create your base height map in world machine. 2. Stamp height map to subdivided plain in Mudbox (you could really use whatever sculpting application you want--but mudbox is simple and straight forward for the task) 3. Add terraces to the mesh however…