Hey, I like the character. However, your UV layout could do with a lot of work! Ideally you could fit all of that into a single square texture by putting the AO on a layer set to multiply. Also, you'd be better off using a sharper brush and trying to keep to your UV islands a litle more. You should be able to scale up some of the UV islands in your texture quite significantly to give your model some extra texel resolution. Your AO map has a lot of weird shading areas- all those weirdly darkened/lightened triangles seem almost as if they were set to flat shading while the surrounding ones are smooth.AfroCenTech said:Here's a low poly ninja I did.
mo
Oh God why didn't anyone tell me I had to be Bob Ross for texturing?! I mean the model was tricky for me, since im still learing (then taking way too long breaks) . Nothing prepared me for how hard It is to visualize what you want while looking at UV-islands. Whats worse. I haven't used a paint program since high school. trying Krita and Gimp. Both of them may as well be alien languages to me.
Im not even sure, if they even make tutorials on this sorta thing
Made a LOT of changes, now I have to figure out how to make the rainbow light shafts look magic-y
Finished this art test late 2020 for thatgamecompany in Unreal. Got me onto the interviews.
I feel really good about this. Really pushed me to scramble and cobble together tech art solutions to get this all into one nice diorama.
And yes, those birds are ALL flapping at the same time. I didn't notice cuz I am terrible at QA.