[ QUOTE ] I've never worked on a game that allows 1024x256? Although I've heard of a few engines which support it, I think it might be something less common? Our current next gen project does not support these kind of textures. [/ QUOTE ] Serious? Its not a game engine "feature" its more to do with how the image is handled…
Thanks, I've shortened the neck back to standard size, shortened spine1 (chest) and lengthened spine (belly). If the clavicle is running parallel, but as long as on the blue side, it won't match the arm or shoulder at all. Could you please show me an example what you mean? Here's an alternative, where I shortened the chest…
my brain is halfway between :poly127: and :poly142: When using the pencil brush tool, with Size Scaling turned on to adjust with pen pressure - do you guys have a problem with the brush *not* going to 1 pixel when you have it > 1px? It seems that my pencil brush is always going to be 2-3 pixels tall where ever it wants.…
Thank you so much for the detailed feedback.I really appreciate you taking the time to point these things out.I got busy midway with work, so I haven’t been able to add more post to my portfolio.I’ve updated my asset based on the above suggestions, and I’m planning to revisit and polish the rest of the portfolio once I get…
great, if you ever find time or are in the mood add angled close-ups, those would be worth a lot, too :) clip, slide back... could go so far and disassemble it... would uncover all kinds of detail and wear. Lots of times when people just model from sides they don't get the depth of things right. Especially the classic fps…
Oh, I didn't mean do a paintover of the Blizzard texture, if that's what you did. I meant attempt to do a side-by-side reproduction of it... your texture on the left and Blizzard's on the right. So they are 1-to-1 in size and composition. This kind of task may seem really tedious and unintuitive, but doing an exact repro…
it looks like you would have to bump it up higher to get better light mapping detail. You have the pieces at about 1/9th the full size giving it about 42 pixels across and high for lightmap detail. My question is why does you light map for that piece have 4 sides? would it be possible to break that piece into a smaller…
2/6/15 Today I focused on redesigning the bridges at each side. I also continued realigning everything again. Lots of problem solving since I actually had to play with several sizes of circle platforms and heights of this bridge. I decided to go with a shape the was not symmetrical going horizontally like my original plan.…