Hey man! Saw your frustration on WAYWO and hopefully I can weigh with some advice. I've been spamming likeness portraits for just over a year now and while I'm a long way from being a master I think I've picked up a lot along the way :D In my experience the path to getting a good likeness has two pretty basic steps- 1:…
Nice one mate, really glad that I've got you posting on Polycount. Hope you continue with it :D Overall the beauty shots of the weapons are looking pretty nice. Some tweaks here and there should turn them into something really nice. I'll try and give you a little feedback below on each weapon: Leonardo's Sword: - Overall I…
Your rendering of light and your detail distribution are both working well. The colors are working in my opinion. I think you need to reconsider the composition. Even though light is rendered well, its placement could be reconsidered to create more dramatic shadows (perhaps a dramatic muted silhouette inside the elevator).…
Thanks to both of you for responding - and thanks for transferring this to P&P. I figured that'd be this thread's natural home, but thought I'd check to see if I should be on Polycount at all first. =) So, basically... the project is Caide, a cargo ship captain in a space opera. It's a personal project made with the…
I haven't done or considered this type of work in a very long time. Back when I did we just called it modding, and the good projects I worked on didn't have any delusions of grandeur or pretense that we were going to make a retail game or start a company (though of course, 1/10,000 or so projects did get pretty big). We…
It kind of bothers me how the environments try so hard to look bust up, while having super straight geometry. Tilt over some of the stairs' handrail, add a half broken step, make some real geometry dents in the walls (or even just move the vertices a bit) have heaps of fallen plaster. Make sure the keeper's room has some…
Xoliul: I mostly used the nvidia plugins, since I'm most familiar with them. I tried nDo for the seams, and I wasn't really getting results that were that different; they were just more controllable. It was definitely pretty slow to transition in and out of nDo with a 2048. I need to spend more time with nDo though, it's a…
Minor update: I took all of your guys' advice about blocking my environment out and I have to say THANK YOU. Even though it is more time consuming than I had anticipated, it is helping me greatly to grasp the feel and structure of this project concerning what assets need to be implemented, how I should think about UV…
in max / simple Cg world: diffuse is surface with normal at maximum 90° to the light. beyond that (backfacing light) is ambient. so in opengl or whatever you will find two color values you can tweak for light and material: diffuse/ambient. which will be picked based on normal/light relationship. however as normally those…
Welcome Oogh. You've definitly got the process down so I am going to comment on the textures individually. On this texture you've relied heavily on a crack overlay to portray proper cracks. What you've posted looks decent, but unbelievable. In the green area that I've highlighted I simply flipped the selected surface…