Some peeps will argue about this, but your pixel ratio on your uvs is a little off. It would be ideal for you to get the most out of your textures by having everything relatively sized proportionally to the body. One thing u could try ( this will mess up your uvs, so dont cry, cuz i told you so ) grab everything, and do a…
Looks really good for the most part. The only areas that need improvement IMO would be the shoulder pads. They don't read very well. Looks like bad compression artifacts or something. Probably just too low pixel density, but It's blurry. As for the concept, It's a nice looking character, but I think it misses the mark for…
Because so much work is done for you - PBR shaders have far fewer inputs. For example, if you wanted to have correct energy conservation with your specular highlights with a shader that didn't have energy conserving specular - you'd have to do it by hand in your Specular Level and Glossiness textures. Now it's just done…
Humm... There are a lot of opened edges and seams on those UV's that can be stitched together. In the UV editor if you click an open edge then press S (stitch) it will weld the two open edges (might need to turn on Keyboard Shortcut Override for S to stitch). If you're running 2010 there are a few additions to stitch in…
Habboi: Thanks a lot for your comment! Maybe I should fix the pictures. I have to think about that one. Make a new layout that looks better. Hmm... About the resuume; didnt even think about it in that way. Thought it should be sterile and boring. But of course its true what you say. Im thinking about putting a tiny sketch…
I'd also make sure to always keep an eye on it from how large it appears in game, I always run an extra viewport with an isometric view to make sure the animation reads when it takes up five pixels on the screen. I can already tell with the current animation you have shown for the running a lot of that detail, while nice,…
Those UVs are indeed too close to each other. You're gonna run into bleed issues when you bake out the low poly. Try to prioritize UV space for the parts that are going to be the most visible to the player, rather than making everything have close to the same texel density. Also keep in mind material complexity (detailed…
Don't really feel like reading everyone comments before me so If its said before sorry in advance. fix the broken link cause i cant see your model when its only like 256 pixels wide. Fill the background of you site to all black. the last image in the assets page is a link to download a psd. Change ti to a jpg page. BIGGER…
Lavitz, Ambitious_nomad and JinSuen, Thanks a lot guys :D @Ambitious_nomad, yep i'l be making a set of daggers for her most likely. Although the concept is clearly a magic user, i don't think she fits into the magic class of necomancer which is the only magic class in the contest. So i'l just change her into a rogue.…
Really appreciate you responding - am pretty much just experimenting to isolate the issue. Here is the higher resolution image: tried a zip file instead ao.zip So from what I believe you are saying is it is applying the amount of texels I selected and need to look into the efficiency of that setup. I saw a post that…