All criticism and advice is greatly appreciated.
I threw together a couple low-poly models and started running into problems when I came to the texturing. I didn't quite realize how hard it is to get things lined up properly. Going to come back and work on the issue of organic models later.
Second texture lined up much better, but I'm going to need to spend a bit of time figuring out how to get the texture to be displayed sharper.
Nothing to write home about, but I at least have a few good problems to solve.
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Looking back at how much of it is done, I feel a bit ashamed of how long it took. Certainly feels like I should have been this far a lot quicker.
Thanks for the tips! Also reminded me I haven't been spending enough time in the Polycount wiki, amazing resource that it is.
After some Googling and experimenting I found some good settings for getting low-res textures to be rendered more clearly. While working more on the texture I found that A) keeping my UV map too tight causes issues with colors seeping over and low-resolution textures have a habit of making distance and edges hard to see in some situations. I'll have to play around with the level of detail and resolution in textures to find effective ways to fix the latter.
Not to bash your work, I am just spreading knowledge. Hope this helps. Keep on trucking man, practice will only make you better!
Muchas gracias, Add3r!
Been in a really unproductive mood for the past few days, so I just spent some time redoing the UV maps of my last two models up here. Once I get out of my funk, I think I'll get back to some more detailed models, maybe some sculpting as well.
Quick question, as I'm sure I'll run into this problem later. Let's say I'm making a model of some guy's shirt and it's going to be symmetrical. When I make the texture won't it be immediately obvious it's being mirrored when you look at the seam? Is there a way to fix that or is that just one of the situations where it's best not to mirror the texture?
Wanted to do a bit more sculpting, but since I struggle quite a bit with it I decided to put together a base mesh first to get the topology in. Zbrush isn't getting any easier to use, but I definitely want to become skilled with it.
Awhile back I saw a video of an artist who's workflow involved sculpting out a model, retopologizing and then refining with some more sculpting. Looked interesting, so I gave it a quick shot. Sadly I'm still not very good at sculpting and I think I'll be focusing on improving for awhile until I'm confident in my sculpting.
Going to try and hunt down all the sculpting tutorials and videos I can find. Will probably use this as a chance to finally give some serious attention to anatomy.
On my last model I decided to break out my anatomy book and follow it as a reference instead of the pictures I've been using thus far. Big improvement. More detailed, better proportions and it was much easier to make.
Next I need to learn more about texturing, specifically how to go about adding more detail and perhaps look into how to keep my edges from disappearing.
Messed around with the technique a little and I think I'll be using it quite a bit.
I'm not sure what the angle of the sun is in the original drawing so I had a rough approximation that worked fine for awhile. However the fog in the scene makes things difficult to remake, so I'll be deviating from it. I want to keep the foreground dark and the background bright to keep a nice silhouette of the large ruin in the back, so I'll spend some time figuring something out.
Edit: Forgot to upload the final renders from this project!
*Not safe for work*
http://oi43.tinypic.com/29pxbww.jpg
http://oi40.tinypic.com/r6w8sx.jpg