Thank you both! So, I've had a wakeup call that the poly count is astronomical and really shouldn't be (80 million triangles), so I'm working hard on fixing almost all the assets in the scene plus the uvs and texturing. This is going to take a while... I'm practicing high to low poly baking. I did one asset that was over…
@teodar23 Hey thanks for the feedback! Yeah now that you mention it, the pathway really looks pretty bland, with just the cubes scattered. The concept was very sketch heavy so I couldn't really tell what was there, but that's where I'm supposed to come in and make it interesting haha. I can make some more objects like worn…
You mean straighten by hand? I used pelt mapping, relaxed and then created smoothing groups from UV Shells with Textool. Is there another better approach you would use for something like this? Update: I just tried to unwrap again a UV Set differently, by not make cuts based on the smoothing groups I want and yes the result…
Some concrete ! I'm still wrapping my head around lots of things , from calibrations of exports from substance to unity ( what's linear or srgb , if unity "albedo" is substance's base color or diffuse , and whether to use metallic even if i feel more in control with spec/gloss workflow..) The concrete is a lot simpler than…
I think you need to do some serious studying into normal maps and standard modeling and texturing procedures for games. Check out the wiki: http://wiki.polycount.com/NormalMap/ Except when you're creating a high-poly model that you will use when baking normals for your low-poly, there are really no applications for…
Thanks, everyone, for the kind comments~ Here's an revamped version of the attack/ult. I definitely feel a bit better with how it conforms to his character/personality a bit more than the previous one; though it may be less...flashy. : ( Definitely still in blocking+ phase though! R - Lost ContinuumActive - Tandel summons…
I feel like you really need to work on getting the volume and shapes of your items down before you jump into sculpting smaller details. The Slark dagger serves as a great example of this. While you have some nicely detailed Coral and moss growth there, look at the heft and form of the weapon. Would this function well in…
I have a question along the same line as the OP. I've gotten a LOT of rejections that give you the standard, "We're sorry but at this time we will.....something that results in you not being their ideal candidate." After that though, they always put something like we will keep your resume on file for 6 months to a year.…
Totally agree with you guys, thank you for your responses. I thought, that it needs a little more subtle background for the sake of the ships and projectile visibility, also player's ship do really need to pop up the most with projectiles. Still my idea was to make it little more realistic looking - like camouflaged ships…
Lilith, Fantastic work so far and by not using symmetry its really paying off too. It gives the piece a unique dynamic, looking forward to more. pooketz, Not a problem bud. Loving the stylised look as I think Spiderman should always have tweaked proportions in whatever medium. Personally I think to date; Humberto Ramos…