c0ldhands, samgriffiths: Thanks for the crits, I've worked on the skull and the shirt. Arms and pants still to be worked on. Torch: Yeah, I can downsize the textures. They're holding up at 1K quite well. Here are some new Marmoset screengrabs under different lighting conditions, and viewport grabs and wireframes. Critiques…
Think you made a mistake with your first image link. Unless your katana is an oscar winning movie :P If you want crits your best off showing a few angles of the wepons and some wireframes are always a bonus. Edit, ok the first images changes everytime i reload the page.
Could be a smoothing group issue (Max) or soft/hard edge thing (Maya). Could also be some bad baked ambient occlusion overlayed on your diffuse texture. It might even just be the nature of polygonal shading. It's kind of hard to tell, a wireframe image might help. What app are you using?
Yes I turbo smoothed the ao version, just that one part I was working on. evenually I will smooth all the parts that need it and I test frequently how the parts will sub divide in zbrush. I just wanted to show my wireframe in the lower poly state so it wasn't so heavy
wow, this is a good thread... its a nice idea to start it! as for setting up a wireframe for render: In 3ds Max, u just need to duplicate your model, and apply the 'push' modifier with a value of 0.1 to make it "ever so slightly larger" and then add a material to it with the 'Wire' checkbox ticked. This is how i do it…
What up Lucas! Don't be afraid to show breakdown shots of how your stuff is real time ready (wireframes, normal map shots, texture layouts, ect.) People like to see how you achieve the final look and result. Plenty of examples on my website if you need them. www.nrose.net
Thanks for asking oobersli, At the moment all the actual separate pieces are for the most part modeled but with what i think is fairly clean geometry. i could show you shots of specific pieces with wireframes and polycounts and such, but you are correct that none have normal maps at the moment. I've been focusing on…
So this Perna tutorial already somewhere else in forum or just didn't make it out public?.. I was reading all 3 pages with a thing in mind, that next page there'd be a tutorial but seem it's not the case (beside the finished wireframe mesh image by Computron)? Pro-boolean in action sounds really useful tho.
Fair enough. Please don't judge the structures themselves; I'm not only going for a lower poly, but nothing is smoothed and I'm still majorly messing with them. The area where I want more sides at is the top area. Though there is no apparent wireframe, it's still pretty clear which area I'm talking about.
couple more ive finally got finished up :) updated with new beauty shot and the wireframe/textures :) Drooler (below)from the Sabrewulf game by Rare. Initially this was made as a zbrush sculpt similar to the 'Bloater' sculpt i did but decided to take it all the way to a game resolution mesh complete with textures and a…