It seems to me that you are using the Spec/Gloss PBR workflow, Am I right? If so you make a lot of mistake regarding your albedo or Spec values. You have to understand that if you are working on a PBR workflow, your Albedo is suppose to be a flat version of your texture with NO SHADOWS or LIGHT informations, only colors.…
Here is just me thinking it through. 5000 quads? maybe more like >8-10k tris. (You wouldn't want to make a bare tank, would you?. Would need some nicely detailed MG34s, other tacked on gear(shovels, tools, track segments). There are a lot of sheels and cylindrical objects on this guy. Since they'll mostly be at/around…
Amazing work you guys! Very inspirational,and very much my favorite entry. Great winkles and clothing details! I've loved the scrolls since I first laid eyes on them =) Crits: - Round out the nose to be a bit more natural, its "weather girl perfect", you can only buy a nose like that you can't find anyone who is born with…
eh mon! this is looking alright! i'm not good at giving positive comments, but here goes, before i do the negative ones. i like the style you picked, that's really cool. that ambient occlusion you've got baked in is great, it's really helping things. it's really creative.. i like the broken gate on to the constructive…
That's pretty cool. Thanks for sharing =) I would change a few things which may or may not speed things up. First up I would change how the leaves and branches are placed. I would use a object painter script to place the leaves and branches. Either Neil Blevins or the Advanced Painter scripts will allow you to paint or…
[ QUOTE ] If you put a normal map from a hipoly source on that it will usually fix the smoothing errors. Sometimes you will need to chamfer the edge if it's sharper than 90 degrees here's an example I made: the three models all have exactly the same geometry. However the two on the right have 1 smooth group and the one on…
a little while ago, adam asked me to write a little article on modular environment design using highpoly assets, everything is ready for it, just had no time to properly sit down ad write it (and also because the example pieces I used were not meant to be used in the game but were in the end, so I have to redo a new set…
Thanks for all the great comments. I'm going to keep updating this piece but finding time is tough right now so bare with me :) I'll try to answer all questions as best I can: Totally agree with you on this one Daniel Doerksen but as its probably the first height map i've rendered I've only got a vague idea on how to fix…
Hmm, this is alright. The colouring is way too saturated, the face looks entirely airbrushed with no refinement what-so-ever, and the renders against a black background are making me want to ram my arm through my monitor and whack yah one up side the head :P Now for a real critique. The skin: There's no evidence of war,…
Grow up. shit. It's amazing that you can completely fly off the handle like that to someone's completely factual answer. The 360 and PS3 have cards from different vendors, with different extensions, and different bottlenecks. They will never have exactly equal output on any game, even at a low level there are tiny…