I see "Afleck as Batman" as decidedly more "Clooney as Batman" than "Bale as Batman". And that's a bad thing.
Posts by FMPONE
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Looks like another member of the ICO universe?
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Actually with Cache I looked at Last of Us as well, and one thing you will find is that leaves coming from the ceiling aren't typical there. Usually it starts at the ground level and tapers off pretty quickly around the middle. I think you're using drops from the ceiling which just feels so much more intense and doesn't allow the machine to be the star of the show, which is what I think the viewer would naturally prefer. As they say, just my two cents.
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Just for the record this cost 65 million dollars and ten years to make according to credible reddit sources... and the original film was lost and thus it was neccessary to totally redo it from scratch. here's the trailer for the original
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http://www.youtube.com/watch?v=a3o2CTDZ4cs
check it out, enjoy, tell your friends. obviously we'll all cherish this one
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If this became a stand alone game I would make stuff for it. It's really, really cool.
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The leaves are dominating the scene a little bit imo
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Quote from Erratic
Even combining these two very different material types into one texture might be a strange jump off point. In practise you'd probably want to separate these two into different objects,tiling brick wall texture for BSP with a foliage mesh over top it or at least a blend shader with two different materials. Combining varied texture types into one material can sometimes be a bitch with physics materials for sound/hit effect reactions etc.
Maybe pick a simpler starting point. Like, just make the tiling brick wall texture or something.
I'm going to try following this tutorial http://www.polycount.com/forum/showpost…364&postcount=1
which is tough because he's already doing a ton of stuff I don't realyl knwo or understand, but I'm enjoying the challenge!
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HMMM I'm wrong again. Clearly I must be learning
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Quote from Al Anselmo~Intelect0
Applied.
It feels great!

Woot!
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OK guys, sounds like I made some pretty crucial mistakes here. Speaking to Kikette, you should apparently modelize individual textures for better normal maps. Learning! Learning all the time XD
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I would also submit them to Dead End Thrills, it's a great site that's worth supporting in addition to your own projects

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occulus rift collecting dust now what in the fuh
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wow. seems nuts
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Quote from ForbiddenDonutDisplay More
Finding tutorials on straight texturing is a little more difficult because, often times, it goes hand in hand with just proper reference sourcing and good painting techniques, which are generally more vague than simply "model a so-so tutorial."
Get a free account at CGTextures and use it religiously for photo-sourcing. Avoid the temptation to just use the unmodified textures - you should try picking specific detail from them (ie I like the color from this metal sheet, and the detail from this metal plating) and then work in layers to achieve something that matches what you wanted.
Also not a bad idea to try straight hand-painted texturing first with no photo-sourrcing. Gets you in the habit of learning Photoshop brushes and how they stroke. If you have any friends that work professionally in art or are art students, ask them for a copy of their brushes. Photoshop's default set is sorely lacking.
This was a pretty good starting point for me:
oh man that second tutorial is beast!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! im so gonna do that
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Cool stuff. Maybe this should belong in the portfolio section, looks like you have a lot of tutorials which is a nice resource for people

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*takes a long whiff* mmm... smells like desperation
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I don't like the wood with the grass, makes it look dull like dux said. The white stands out nice though!
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also that isn't tileable because i have no idea how to make stuff tileable yet (havent botherd to try D: )
added some shadowing:
[Blocked Image: http://i.imgur.com/2FxyN7a.jpg]