i would be carefull with the sharp points on the legs. even if its going to be normal maped it will look weird in the silhouette. post some wireframes.
hey does anyone know if there are any shots of the wireframes of any of the characters, or any kind of actual process stuff of how their shit was done?
Well, honestly I can't tell because there is no wireframe view. I'd assume since this is for a game and at a ps1 level, you would want very low poly and so that's what you should show in screenshots. As for the look of it, it definitely matches that classic look (including the texturing)!
"[...] Back to the main thing - I met an old friend of mine a while ago and he shared with me the project he is working on. I am not able to share the details but long story short it is kind of a game engine (not something revolutionary new I get it) but the thing that caught my attention wasn’t the tech itself, but the…
UV unwrapped, some minor but important changes, setting up substance, etc. Here are a few behind the scenes, for anyone interested. Flat Solidview with Wireframe UV Grid View
I've created this skew map from an exported wireframe, only took a minute or two to make. Is it possible to use this in Toolbag? Or is hand painting it the only option?
Base Mesh modeled in Maya 2016 to be exported in zBrush and detailed. Base mesh - Wireframe This weapon is part of a bigger scene wich I am working on.