Here are some update of my progress sofar. Just done with highpoly sculpt, got to do retopo and texture next . I did modify the concept abit to make it look more interesting.
That's pretty weird. Is your highpoly object a bunch of separate meshes crashed together? Not sure that would cause this, but if it is made that way, try separating them and baking with just one element visible as a test.
I have the feeling that your normalsmaps are inverted in your UDK renders. The chair and the surgeon table doesn't match to your highpoly models... or is it just me ? http://uppix.net/e/a/2/fbbe20513f81fdea2b66f578f748e.jpg
Yes i see, still you did a nice job with the backpack highpoly. Maybe change the design of the hoses ? I also like the fabric of the pants. Retro to some degree, you are right.
Hi guys! Thank you so much for the encouragements!! :) Here's an update for the character concept and 3d highpoly: He's still far from being presentable :P But I'm stoked to be carrying this out.
Long time no post! Here's the highpoly for the suit finished, colors and materials aren't final (still missing a bunch of paint details) but it's getting there. If anything's off, technically or otherwise, I'd love to hear it.
Everything looks good to me! The one thing i'm missing is some highpoly renders. And might i ask, how did you approach the hand painted grass textures? Looks super!
Pior, this is without any normalmap, this is the shading from the vertexnormals themselves, with a flat surface, but using realtime "pretty" gourad shading with specular. even if you baked a highpoly beneath this, it would still tilt it.
More progress, tried to make the shapes less 90 degrees and make it much more steam punk. Still playing around with the design.... EDIT: The whole thing will be highpoly, it just isn't yet