About the statues: Maybe just scrap the wireframes and instead show the renders you already have, in addition to a couple shots in-game. I remember those statues specifically in game, and I thought they looked pretty cool. Looking good I didn't know you worked on Stubbs!
I'm not sure why this isn't getting more replies, this is awesome stuff. Can you post a wireframe or a faceted shot of the model without the normal map? What about shots of the actual high poly? You had better texture these guys, they look great. Pose them too.
yeah you've got some great pieces in there. I'd love to see more wireframes though. also, just wondering from a technical standpoint, doesn't a 2048 diffuse/spec/norm map defeat the purpose of a lowpoly 4k car? love the final pose for the cat btw =3
Depending on your shading, i'd either make the straps a subtle extrustion (two extra loops, instead of the six you're using) and get the hard angle in the normal map, or make it a seperate object and interesect with the arm. What fritz said with the loops -- study the wireframes of other artists' work.
Do you have the game? in that case u can use the modelviewer and load all those models and check polycount etc in there. I know its not answer to the question but its pretty good since you can also see lod's and wireframes, check animations etc etc
So thanks to you guys I could get rid of the creases and tried rerouting the topology to better support the edges. but I came across another kind of smoothing artifact, which I don't know how to handle. thanks again for the help. these are current status of highPoly mesh and midPoly mesh (in wireFrame) of the slide.
Do you mean that you have a double sided piece of clothing, and that the weights on one side are different than the back side? quickest way to solve that which I know if is to select by vertex and apply weights by flood fill. Then you can smooth it afterwards if needed. This way you can make a vertex selection in wireframe…
Amazing work Crazyeyes! its nice to see the wireframes too. I remember seeing that you guys were using mari for texture work, was that just on certain assets like props and characters? its cool to hear you used polypaint for this stuff, it'd be great to see a polypaint tutorial from you.
pixelb, thank you very much. Ok cool, yeah i thought i'd mix it up and try a different matcap. I think I will re do the wireframe is its more flat frontal. Thanks, I feel like the paintover is still a big reason for the improvements so thanks again for that.
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.