Hi folks- here's a personal project I've been working on around school. It uses a ton of alpha planes, which I hear is a total performance killer in many engines... so any optimization tips on that front are welcome.
high poly:
low poly:
wires (low poly):
uv (low poly):
http://bayimg.com/pajgJaABO
I'm quite the newb in many ways, but I have high expectations of myself. Any suggestions will be taken to heart.
So obviously I haven't started on the diffuse yet... and in case anyone's wondering the feathers are alpha planes baked from a separate high poly model, which is why the high poly looks like a plucked chicken
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You'd get a much better response if you embedded the images in your thread. People tend to be lazy when it comes to clicking links.
Also, the blue background isn't that bad, but gray tends to work better.
Shameless link: http://www.rsart.co.uk/2006/09/21/how-to-present-your-model-in-the-best-way-possible-for-feedback/
As for the griffon, looks nice, it just does not look mean and menacing like the ones on the Harry potter movies. You know?
I did a quick paintover today, mostly playing with colors + brightness. These colors aren't final.
I'll update the renders in the first post, as well as hotlinking to the images. Thanks for the presentation tips, Rick.
I'll definitely revise the UV's as well. You're right, there's definitely a lot of wasted space in the old UV's. I'm a little confused about the stretching issues you mention, but I'll slap on a grid texture and keep an eye out for distortion as I'm updating the UV's.