So you went for one in the end? How's she treating you? :) I wonder how much faster the Ivy Bridge versions are. I'm thinking of getting into a little Unity development soonish, didn't know there was so much coding involved... at least to make a polished product. :poly117: Will start learning a little C sharp I guess...…
Also the eye expression (and eyebrows) looks different from the concept. Edit: Also the ears. You can save some polys on them, making them more blocky/ sharp like those on the concept. On concept he looks way sharper than the texture does. Cheekbones, ears, hair, eyes with eyebrows are some of the places thta don't look…
thanks everyone :) Jason: haven't really done this much either still only my second model with a highpoly to lowpoly normalmap, so don't take everything i say as it was right :P. i just do it the only way i know, put the edges closer to the other depending on how sharp i want it to look, as i like it very sharp i tend to…
@rollin - Thanks.The concept is of Michael See.Yeah I get your point.Thanks for the feedback. :) @Killswitch - thanks man. Yeah you are doing it right.Well the trick behind that is to make sure your base mesh(the one having no turbosmooth/meshsmooth on it) has a good distance between the chamfered edges if the edges are…
Hey everyone! I’m starting this thread to share my progress for my term development project. I’ll be posting regular updates as I build the environment. It would be great to get your feedback, critiques, and suggestions along the way. I’ve started working on both of my development projects, but for now I’m focusing more on…
Hi! Cool to see an update. I must say though, the shading on the terminal still looks off, like the normal map is not working with the mesh shading. I would doublecheck against the shading in your texturing app that all looks as intended in engine. If you want a second pair of eyes on it, feel free to share files (for…
Share the mesh (zip, then attach here) and also, show a closeup of the normal map. It helps to state your software with version number. For example: Substance 3D Painter 11.1 for baking, and 3ds Max 2026.3 for viewing (or whatever you're using).
Really like what you have done. You could make some scratched and damaged looking ones. The only bit I don't like is the Daleks base. It looks a bit too sharp and angular (and maybe low poly?). Perhaps adding some rivets to it would break it up, and softer bevels on the high poly so the angles dont seem too sharp. And do…
if you plan to use static lighting you'd also need to turn up lightmaps drastically high for the objects the sunlight will hit to get sharp lighting as in your reference. If you plan ahead and unwrap the lightmap UV according which faces will the sharp light hit. you can save yourself tons of space by upsizing those faces…
This is really nice. The thing that stands out to me is that the blue paint on the rounded base plate thing screams Photoshop. It looks a bit too much like it's been painted on using a digital application, rather than being real paint that's been worn down. Maybe try first blocking the colour in as a sharp-edged…