I don't post projects often, so I'll just make a thread that will likely encompass several projects.
I'll also attempt to explain the project as I post it in terms of quality level/style.
Comments, critiques are appreciated, always good to have a sounding board for furthering learnings.
Ganelon Update: [ame="
http://www.youtube.com/watch?v=fTqNojMxpH4"]Texture Turnaround[/ame]
There's something funky going on at the top of his cape, will have to look through the texture sheet.
Replies
Ganelon is currently sitting at a little over 5500 tris, but there are some changes I've got in mind, and have yet to add in his sword. I'd like to knock it down to 5500 or less, but we'll see.
Ganelon Wires
Ganelon Head
Here's my diffuse pass thus far. I approached it with a grayscale first, and am in the midst of putting color on it.
Textures are done with a quick CrazyBump Spec and Normal pass, seams galore but I'm on a tight schedule for presentation, so probably not going to go back and fix.
Also, yay imageshack :poly118:
Seriously, at first I wanted to comment on your texture, but then as I scrolled down I saw what you'd done. A few points: Normalmaps and textures with lighting baked in don't mix. Well, they do a certain extent, but this isn't it.
Normalmaps can't just be made from the texture and slapped on. It's not even 'good enough for now', it's just something you don't do unless you purposely want to ruin your asset.
Same with spec maps, you need to think about they do, not just rely on a quick filterpass on your texture. That doesn't work.