Taking into consideration how expensive the places most game industry jobs are; Yeah, artists don't get paid much considering the amount of money the games can rake in. I'm hoping for something to change in terms of I'd rather get paid in royalties verus a flat rate, or at least on top of a flat rate.
I wouldn't say the flat colours are lazy as it might have been a smart optimization choice. But I think they are too bright and saturated in places. Lots of patchy tonal changes. All that flat bright colour spinning past the screen kind of hurts my eyes a bit. Looks fun to play though!
Also, one more thing to note: rather than thinking of "I need a split where there is a 90degree corner", it's more that you should think in flat surfaces. So you might even have a UV split on a transition between a flat surface and curved surface with a much lower angle than 90.
imho the wheels are too flat right now also i seems as if the back wheels are separate objects, you could easily save a few tris there by making them 1 object with just an indent in the middle. maybe try something like this: (the backs on this are flat like yours because they're not seen that often)
ok... right on. thanks to all of you. i will work everything out and present the reworked model again... it's really cool that you guys help me... @JKMakowka: face is flat because i want him to wear these masks, you know the skimask like things... or do you think it's even to flat for that?
I think you are getting into the small details too quickly. It might be better it you spend more time on the secondary forms first. For example the transition to the teeth is too flat, it should bulge first and then angle down flat where the teeth will insert. Like in this image. Hope it helps
i see a lot of muddyness in the sculpting. and i can see where it looks like you used the pinch tool in zbrush to pull your edges tighter together. it just needs some cleaning up and making your flat edges look flat and hard instead of mushy.
I've found the problem is big areas of flat color. Add noise and use "Best" compression. I noticed a big difference when using best vs. normal compression on some lightmaps with flat white areas recently. http://blog.heyworks.com/making-the-quality-of-pvrtc-textures-higher/
'Llo everyone, quick question In full flat sunlight my normal maps are almost 100% invisible, quite annoying. Is there a way to kinda bump them up "diregarding" the lighting a bit? Here's an example, when turned, the normal map does appear, but flat on the floor it's totally gone
Looking great so far man! Just a quick note on the front. It's a bit too flat in major and minor shapes. Your reference image is not flat, it has interesting angled walls and nice chunky wooden beams to break up the surface. a little exaggerated but you get the idea.