Agree with North, I prefer to just have a column of full res (1200+ pixels wide) images with no thumbnails. And by pick a focus I mean more like pick environment art or character art specifically to improve on (at least at first) because it can be really slow to try to work EVERY field at the same time. You can work in as…
Using photos as a base is one way to produce textures. In case of an ashpalt texture, you would first make this photo tileable (inside e.g. Photoshop). You could then use a program like CrazyBump, nDo or Bitmap2Material to extract the individual maps (normal, specular, etc.) from the photo and fine-tune them individually.…
Just peeped the Marmo scene on your Artstation, REALLY nice work :thumbup: Your material definition is mostly solid and I think you found a great balance with the damage - nice small detail paint damage on the cabinet that's subtle enough keep it interesting without being too noisy, some large rust damage to break things…
Heres what I did yesterday- took too damn long, I got reeeeaallllly bored with it and yeah, I sampled colors. Bounchfx and Wake: I hear what your saying. The method I use is the way my instructors taught me to do speedpaintings for in class assignments here at The Guildhall and at first, I felt that sampling colors was a…
Please stop telling beginners to just add chamfers. It doesn't always work, and it tells them that adding geometry is the solution to every problem. @jayantbhatt007 Always start with how detailed you want your lowpoly model to be. From there, Tangent-Space normals can only "fix" angles up to a certain degree, based on how…
Yeah even with bevels you'll still get some smoothing. Using a triple edge there(and edge on either side of your orig. edges) like you would to keep shape on a sub-d object would be the most accurate way to go, as that center loop then is very close to flat and just the 2 loops at the corners "bend". I've had some good…
The cliche "Im only one person I cant effect change" is not what im saying; Im saying people will do what they feel is best for themselves; no matter what they tell you. So, I think that you need to effect change for yourself and not worry about others. Banding together with common goals sure, but to be careful of putting…
Theres seems to be a large quality loss in your normals on your low poly mesh, moreso that is usually seen with this type of stuff, the highpoly mesh was very impressive but what you've got here dosent really stand up to that at all IMO. Part of it is the texture work too i think, it just comes off as very simple and…
I think what Johny is saying about your texture is that it's a weird mix of cartoony/stylized and realistic. If you are going with realism, I'd strongly suggest adding more color variation to your textures. Most of them are almost monochromatic for certain parts of your characters. Then if you're into cartoony style, then…
Thanks for the kind words Pixel, I really like working in UE3 but I seem to always be battling scale and units and grid and such when exporting things. Every time I think I grasp modularity I get thrown a simple twist that my seemingly logical brain can't wrap around. Some things I can't figure out are what to do about…