Thanks Alot People :) I'll Try Look into More detailed Animation When I Work on This Again :3 @Neavah I Geuss I understand The Basics Of Gravity And Realistic recoil , I Need To Work On it Big Time But I Dunno Where To Find Video refrence :S Thanks Again For The Links People :D
for me it´s silhouette, topology, and if its a character, have some good thinking on the edgeloops for places that will deform. Edit: for very low poly, better using a different palette on colors and use 1 point pixel brush. Will trully give you sharpen details instead of blurred ones. Try to always contrast lines and…
..also reminded me a little of Speedball at the first look, I spent far too many hours on that game as a teenager. Agree with the comments about the UI, that green bar is so dominant and there's nine of them!.. also don't like the avatars, makes it look like an 80's arcade UI, the rest of it is looking great though.
Creating your own specular maps is a much better practice. I would render an ambient occlusion map in xNormal and overlay my UV layout on that in Photoshop/GIMP/whatever, then paint my specular map on a new layer(s). You can blend in the ambient occlusion map where needed too that way. Good luck.
Looks really promising, I like it. Aside from the stuff you´ve already said you´re gonna work on I think the fish could use some more texture/material work since he´s the main thing you look at and he feels a little bit plastic right now.
If I'm understanding the issue(s) correctly: You can import it into Zbrush and split by parts, unless its a single, welded mesh. If you just want to mask different parts of the low poly into different material types, you can paint by polygon/UV island/polygon shell - an ID map isn't needed in that case.
I'm not sure if there's a standard setting for something like that because it would widely vary on gameplay and platform requirements. I imagine something like Everest VR's terrain texture setup to be vastly different from Ace Combat 7's setup. The Landscape and Texturing section of the Polycount wiki might be a good place…
@blot12345 I'm interested to know what specific method(s) you used for sculpting the handle and tuft shapes at the bottom of the handle. Also, I spent a bit of time experimenting with what affect I want on the the lens of the telescope. I feel the third one best matches the overall artstyle of the concept. But any…
Art style is reminding me of @rohMizuno 's stuff. Check this out for inspiration; https://www.artstation.com/artwork/1OOAo I think you should be a bit more liberal with your polycount. I'm liking that trim sheet so far! Maybe add some subsurface to your draped fabric, and increase the amount of indirect lighting.
I found out the problem was that the collar topology; when subdivided and projected, produces uneven polygons between the collar and the torso it welds to. My question now is, how do I fix my low poly's topology so that the collar welds to the torso when subdivided? Could it be that there's a pole (in red) so near to the…