I dig the new models. the old free versions are out there still so there isnt much to complain about. its not like they are taking anything away. Also the idea that having the latest new updates and toys is going to somehow make the average artists personal work better aside from new things like PBR is pretty funny. I…
Hello David, We here at Starboard Games are looking for talented and dedicated artists and programmers to join us on our projects. You may find out more about us at: http://starboardgamesllc.com/ Starboard Games LLC is an indie gaming studio comprised of highly professional and friendly people. We are looking for a 3D…
All three assets are very poorly optimised. You don't seem to have any problems with high-poly or texture work, so just spend more time on the low-poly models. I'd personally take all three down and retop/rebake them. Remember that if your model isn't going to deform then you don't need to stick to quads for your low-poly.…
Day8: After modifying the armor from it's initial design I was able to break down the polygon count from 86k to 60k by removing the 1st breastplate, arm bands, and the armored belt. I then created even more assets to place on the Samurai which did bring the polygon count back up to 80k, but with plenty more parts for the…
Hey Dan, dig the sculpt so far, and I think I can offer some crits that will hopefully help... though I'm not familiar with the statue you're studying. - the anatomy is good but the pose is very stiff right now. I like the tilt in the hips, maybe try adding a similar opposite tilt in the shoulders. - the cloth sculpt needs…
- Mathew O - Thanks man! Great critiques, and I'm wrapping my hand around the lighting, because I don't want to loose contrast in the rest of the scene, but I don't have to have it be all white in that corner either. I guess it's small touches in the end. I have an idea to make a "throne of books" around the clock as well,…
Hey Fenrind, really nice work :) Personally I think that your weapon sculpt wise is letting the rest of your character down. You could really push the advice Micheal gave you a lot further and really simplify the handle down. I had a quick look at Dota 2 Weapons and I noticed that they keep the handles really simple, with…
Ah, the mip-mapping. Forgot about that. Axi5 said: No worries, I was a bit unclear as I found this difficult to wrap my head around, let alone explain :p I also managed to call it a non-tiling texture instead of a non-uniform one :# So to sum up (feel free to correct!) Cons: The shader will still use the same amount of…
@Vailias Thanks, that's a really good explanation! I hadn't considered before the idea that most materials have a base roughness that doesn't deviate all that much, in other words, an oily stain on a piece of wood isn't going to have the same roughness/gloss value as the same on a polished metal. Guess I better make those…
Sure you can do that, you can even change the topology or add/remove geometry if you really need to. If you don't change the geometry and the vert numbering matches (it can change if you import/export the mesh to other apps) you can just apply UVW unwrap under the skin modifier, then load/save the UV's. Use the "collapse…