I'd like some feedback on ways to Improve my Workflow and overall work quality. In terms of Modeling, UV Layout, Texturing & Material Definition
How do you go about Creating your Maps? (Diffuse, Spec & Gloss) for Normals I tend to use nDo 2 or Sculpt and bake with xNormals
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As far as workflow...sure. Whatever works. I have some stuff I do only in 3d modeling software and Photoshop. Others I use 3d modeling, ZBrush, 3dCoat, bake in xNormal/Topogun, use dDo/3d Coat to paint textures, etc. Whatever works.
@slosh I added a Home Button on the Pages to make it a bit more clear
@Jeff I've reduced the resume link like you suggested. For now I'm just sticking to realism
More personal Environments is one of my goals for this year so I'll hopefully have a few done this year. I mainly need to build up my quality without resorting to things like dDo. primarily material Definition and texture quality/ baking
- In terms of UV mapping do you go for as little UV spits as possible and have a bit of distortion? I find if I split it up to much there way more seams to cover up.
- When you start a piece lets say a vehicle or gun do you make the high poly then strip it down to get the low? other way around? Or do you subdivide it up a bit make a copy and strip that down?