I'd focus then on using one material call (one texture per pass) and maximizing UV space for the asset. 2 textures is overkill for this. A detail normal (a tiling normal map) is probably ok, as that will be shared across many assets and already loaded into memory.
depends on engine if you can create tiling textures instead of uniqely unwrapped ones. big worlds with no texture streaming dont like unique unwraps
ZacD:
I could've gone another two hours on it if I had a chance, so that contributed to it looking sort of unfinished around the edges. I'm seriously considering going back to it later today and refining the shape of the head/hair and some of the stuff around her neck. She didn't have much definition in her neck muscles, so that's why I didn't put much detail into there; it was just big shapes. And, of course, I'll definitely fix her eyes.
JasonLavoie:
Thanks! Though she's still in high school, so I'm pretty sure she's not even legal...
Vig:
It's definitely tough getting away from Ctrl+Z after doing a lot of digital stuff, but I'll be damned if it isn't just plain easier to get good results without having to pull your hair out over it. Doing more work with traditional media has actually turned me off to doing modeling and Photoshop painting lately simply because of the tactile nature of it. God, it's so satisfying.
fat cap: nice stuff man, really like the skin textures, i think on of the arrows coming out of his quiver is coming out at a strange angle might be worth a quick fix. o and its the bottom arrow, the angle looks too extreme like the bolt would be sticking through the quiver gl cant wait for the mts
thanks all :P, I'll be having it as a free ongoing game, so as soon as it has more solid gameplay I'll release a first version.
Mop, it's that unhealthy habid of spreading your skills apart, but I've given up trying to give it up, and have embraced it more, and yes, you should go at SDL again, it's quite simple, haven't had a reason to use anything else yet, and I can have opengl running so easily through it, no annoying windows api code.
Learning to hard surface.
Cooking device prop for a environment I'm making.
Theres some errors in the mesh I still have to kink out before I add more details.
Can anybody tell me which version of this pic has the correct contrast?
They look identical if I have the left side on my first monitor and the right on my second but the contrasts look off if I swap them round or put them both on the same monitor.
As an example the dark background on the left (below the light rays and above the cobbles) should be visibly lighter than the black border but only slightly. I wish I still had work'd Spyder 2 Pro now!
Well, darkest parts of background plate are lighter than black border on both images. If it's slight difference you're going for then I'd say right image has correct contrast
Btw, have you tried "auto contrast" in photoshop? Sometimes it produces bizzare results but it's often useful.
Replies
depends on engine if you can create tiling textures instead of uniqely unwrapped ones. big worlds with no texture streaming dont like unique unwraps
I could've gone another two hours on it if I had a chance, so that contributed to it looking sort of unfinished around the edges. I'm seriously considering going back to it later today and refining the shape of the head/hair and some of the stuff around her neck. She didn't have much definition in her neck muscles, so that's why I didn't put much detail into there; it was just big shapes. And, of course, I'll definitely fix her eyes.
JasonLavoie:
Thanks! Though she's still in high school, so I'm pretty sure she's not even legal...
Vig:
It's definitely tough getting away from Ctrl+Z after doing a lot of digital stuff, but I'll be damned if it isn't just plain easier to get good results without having to pull your hair out over it. Doing more work with traditional media has actually turned me off to doing modeling and Photoshop painting lately simply because of the tactile nature of it. God, it's so satisfying.
-Woog
Playing with some morphs for my goat guy.
rofl
much coding, so art has taken a bit of a backseat.
just finished my first model ever! stole pior model's presentation style tho :P
I only made a slight start with SDL, need to try again.
Mop, it's that unhealthy habid of spreading your skills apart, but I've given up trying to give it up, and have embraced it more, and yes, you should go at SDL again, it's quite simple, haven't had a reason to use anything else yet, and I can have opengl running so easily through it, no annoying windows api code.
nicely done FAT _CAP. Expressions are spot on especially the third one
Xoliul, your viewport shader is epic.
Cooking device prop for a environment I'm making.
Theres some errors in the mesh I still have to kink out before I add more details.
Another small model, ~2000 polygons and one 512x512 texture. What you see is a screengrab from modo, 100% autoiluminated.
Good that it support layers at least xD
Still working on her! heeh
ref:
Should i model all the holes in that piece behind the barrel or leave that to the texture?
I have 3 more planned. the 3rd one starts on Monday.
skylebones: that looks wicked.
blaizer sweer work man enjoy me a bit o diffuse aswell!
Nice bakes.
I'm failing my bakes.
They look identical if I have the left side on my first monitor and the right on my second but the contrasts look off if I swap them round or put them both on the same monitor.
As an example the dark background on the left (below the light rays and above the cobbles) should be visibly lighter than the black border but only slightly. I wish I still had work'd Spyder 2 Pro now!
Btw, have you tried "auto contrast" in photoshop? Sometimes it produces bizzare results but it's often useful.
That weird seam line on the back of the grip is a render error, ignore it.