I had 30min to kill so I rearranged the UV layout and even ended up with some extra space. It would have gone faster if I was working with the actual UV layout not an image, but whatcha gunna do /shrug. I think by just detaching the wings you will save yourself a TON of headache. I would also detach the nose cone as there…
Thanks for all the comments! Yeeeahh I thought the right side menu would be confusing for some people at first, maybe i can find a way to make it more obvious, or more confusing even. Pior, I thought at some point to have the renders there in large but it seemed it would make the pages too heavy to load (?), as it is…
Large renders: http://www.planetquake.com/polycount/cottages/souldesigns/lilith_01.jpg http://www.planetquake.com/polycount/cottages/souldesigns/lilith_02.jpg 699 tris. 256x256 for the body. 128x64 for the wings. More or less modeled after the Succubus in Castlevania: Symphony of the Night... just not as slutty. The…
this game is just driving me insane !!! 1- the game is very long 2- Characters are so attractive as design , and there animation is smooth 3- all the music tracks never gets old 4- an amazing story 5- a lot of characters , not like most of the games where you see a lot of duplicated stuff 6- backgrounds are pre-rendered…
Yes, I would recommend custom vertex normals for baking normals to any engine that supports them. Whenever there is geometry in the transition between two flat faces on the lowpoly, like a chamfer or a curved surface, like that chamferbox to the right at 6 minutes in the vid: ( https://youtu.be/_kONIPr_gBM?t=362 ), you can…
The normal map pipeline is very well established and gives the best results today, but like perna says there are tool chain issues and people are still screwing it up, in both art and code. A lot of guys are old pros at making normal maps, so much so that it must seem easy. But I think there are a lot of hardships there,…
@LuLima - I'm so sorry that I've only just seen this! The basic set-up for making a Master material is to create a new Material and plug any diffuse texture into the 'Base Color' slot. Right-clicking this Texture box will give you the option to 'Convert to Parameter'. What this will do after you've named the Parameter is…
Yeah I have to say that I don't mind the current Steam comments at all. Now of course they can sometimes feel a bit pointless when they are just reposts of the ASCI "thumbs up" graphic, but in a way, the comments evolved to be that way in an organic manner (probably related to the "like" system on FB), and it seems like it…
No problem. For the lighting its just a combination of an orange light at intensity 1 and a blue light at intensity 0.25. I use those cos they make your scenes look richer. For the sand waves I was sloppy but if you're more careful you'll end up with a much much better result. First, draw smae lines that look like sand…