Looking great. I appears everybody has given you pretty good crits already. It would be really nice to see wires and flats on this guy as well. Highpoly source models, etc.
You are baking the high poly geometry, using rays or a cage or whatever, there is no need for the highpoly to have UV"s at all! Just unwrap the lowpoly and put in in more or less the same position and bake!
Since the other project is pretty long I wanted to do get in something that I could finish fairly quickly. Currently going over the highpoly and trying to keep the level of detail appropriate.
berca76 Thank you so much! As I said before I`can show work materials. There is no full highpoly models they was created part by part and baked. Cheers! Happy Holidays everyone!
mmmm that stucco shader. Everything looks awesome! The highpolys are great but I also love to see these breakdowns, thanks! I would love to see some shader tisp/hints/snippets as well
Might be an idea. Then again, depending on how heavy your highpoly is those steps might be tough on Maya in the sense that it will take forever or seem to freeze. But might be worth a shot. Feeling up to the task? ;)
Your textures are not PBR correct, and you are lacking the most important map in the PBR workflow, a gloss map. Everything is monochromatic and really flattens out all that hard work you did with the highpoly.
Highpoly is done! Moving onto the low. I'll probably get rid of the kickstand thing as it's in the way of the "player" to actually stand and use the keyboard hah. This is why i shouldn't be allowed to concept :D
yeah i used to do my blockout in UDK, just i just find it easier to take the blockout models and turn them into the highpoly's :D sooo much more needed to do!
@boyso Wait really? Damm. The highpoly looks like a mess as I've been using Bevel > Subsurf modifiers within Blender. openGL from render to show whats driving the subsurf and stuff.