The problem was solved. Flipped and overlapped faces in the UV layout and geometry. The weapon is almost finished. Here are some snapshots of the wireframe and polycount. Two more with normals map and ambient occlusion applied.
Being a layout artist is more about composition, lighting and budgets. Can you make a test map at work, use their assets and make up a cool map in your spare time?
Thanks you guys for the kind words ^_^ -- sorry I haven't posted in a while, but I am working on the final layout sheets and I will post them all together when they are finished--
I just have a standard phong in maya, with a unique texture applied to it. Its a staircase with multiple steps, the bottom step of 7 is coming in untextured. All are on the same 2K UV layout.
3k triangle count for a kart,- is that certain for now?,- because if so I could add looots of xtra details on my batmobile and propably the others but most of them are already UV layouted.
You've got some really good looking assets. Very simple layout, it's clean, it's nice. Just add a way to get back to the main gallery once you click on a thumbnail.
jeeez the link to that news site made my mind explode the quality of that news is almost as retarded as the people in the story how do people settle for that shit? website layout reminded me of this:
Nice work ruz I agree with the webpage comments though. A layout like the sight below are simple to do and easy to browse. http://www.peperaart.com/ http://sa74n-design.de/ http://www.stellan.be/
@RomBinDaHouse: Thanks for the issue with the channels,it was a problem with the geometry of the highpoly bolts. I just rebaked em. Concerning padding: There actually is, i just have hidden the layer to better show the layout
General anatomy and facial layout seems to be extremely similar piece to piece.. try mixing up your method when building the lower-poly subdivisions to get more varied results.