Little bit more work on this project. Its had to take a bit of a back seat recently. Art tests and a cheeky holiday got in the way! Had another go at texturing the train. Much more pleased with how it is looking feel like it fits a bit better with the floor now. I also added some dirt decals to floor. Still need to add…
For my first full environment portfolio project, I am working on a homicide crime scene in a rundown apartment in 1960s New York, aiming to push realism inside a playable, but believable space that could (hypothetically) be in a game with an investigation element. My hero assets are a period-appropriate CSI camera, murder…
Normalmaps cant do magic. Each pixel overwrites the normal of the lowpoly shading with the highpoly shading. The stronger the difference between high and lowpoly the more issues will arise. You are simply asking too much of a normalmap. You could give it a lot more texturespace and bit depth or you need to minimize the…
a job in the games industry would make my christmas a cintiq would be great but its not going to happen i'll probably end up upgrading my pc, i'm hesistant on getting a 64 bit OS - does 32 bit software work well on 64 bit? if it does then probably windows 7, 4 new gigs of ram and a new gfx card. and maybe a new guitar amp,…
I would start looking more into learning lighting, that is the difference between an eh piece and a great piece and right now the quality of the lighting is what is dragging this piece down, which otherwise could be a lot more interesting. Here are a few resources that could help you a bit with the lighting. A few of my…
Thank you all for your feedback! Bohkeh: 1) The asymmetry where you pointed out is the result of mirrored UVs. I noticed the roughness variation stood out quite a bit, along with a long scratch, so I painted those areas out to reduce the repeating/asymmetry. 2) For the metal, that is a really good point. I noticed that…
Right guys; When working on PSP spec characters in the past, I was told that the best way of keeping the file sizes down but maximizing colour usage would be to use lots of small texture which can then be knocked down to 4bit colours. These were for bit part characters but the aim for what I'm doing for the portfolio are…
the lightin in the pic confuzzles me. under the chin nose and uper lip is dark, which leads me to believe its being lit from above and front. But there is no shadow from the hat, which makes it look really just tacked on. adjust your lighting to be more realistic. and it may help the normals pop a bit more. also the hair…
a quick visual helper is to drop your shot into PS and play with the levels to see what contrast you really have. As is you currently don't have any real pools of light you still have a pretty evenly lit scene. To see what i mean drop the levels so that you have 0,.5,150. Id also extend the light from the lava so that it…
64bit? I see no mention of 64 bit in that article, but it does look like Gimp supports 16 and 32 bit per channel now, which is nice. I wonder if its limited support like photoshop (only certain tools work in those modes). I am not aware of any image formats that even support 64 bit or why you would ever want it in the…