I'd tick the "test both sides" option in normal maps, since it looks like your highpoly is intersecting with the lowpoly, so it cannot project properly where the highpoly is smaller than the lowpoly (because it is inside the lowpoly); ticking the "test both sides" options should test inside too. You can also change the…
Thanks for taking the time to write some crits ng. aniki :) I'll be doing more Victorian style ornaments for a large UK scene that I'm working on in UDK. I'll take your suggestions in mind! The death-stare idea is cool, and I can use that on a gargoyle statue that I'm starting. It's another piece being used in the scene.…
Hey guys I've got a question that's been on my mind and it's probably better I write it here instead of starting a new thread. My primary focus is going to be around environment art and lighting seeing as I'm coming from an archivis background. What do you suggest I show in my portfolio? Would I need to create full on…
The resolution gains are a great point. It's also a reason why signed distance fields are so cool. They were originally developed by Valve to store entire UI/decal typefaces or other alpha tested graphics in extremely low resolution textures. (Found a simple video explaining a but of it) They work so well for creating…
So this looks really cool! and the lighting is neat, I played the demo and I have some comments: The specularity and lack of reflection on the water puddle is kinda jarring, I walked past it and it turned white and was confused, playing with a Fresnel effect on that will be helpful. The specularity and reflections on the…
Hey Alex. I'll take a look at the assault rifle lesson at DT once i start my sub there (should be within 2 weeks). I do work with 3ds max atm since i got used to that ui a bit from doodling (all models shown here are just some stuff getting used to the ui and trying things out. Didn't follow any real lessons yet) so i…
Hey, I'm in a very similar situation, so I can report it here I guess Today I started a new project and had several IDs on the color map all marked as painted metal and a couple marked as Iron. (I want it to be the same materials but have some changes on certain parts of the model). I had 2 more Ids marked as black painted…
Shouldnt be too hard. You will want to make use of repeating/tiled textures and shared UV space. Since it looks symmetrical you really only have to UV one half of it. I am not sure why you have so many divisions on some of those surfaces, you can probably clean it up quite a bit but thats only if you do not intend to pull…
Cool looking building :) Unfortunately, I feel that it suffers a little from poor lighting. If you want to push it a little bit more, try to make your primary light stronger and reduuce its saturation a little bit. Also, you could try giving your ambient light some colour; the shadows are very dull. I've looked at your…
Haven't had much time to work on this lately, but I've made some revisions, most importantly I deflated his shoulders to be less huge. I seem to exaggerate shoulders, probably from looking at too many characters with colossal shoulder armor all the time. They may actually still be wider than normal, but for the project we…