hey I really like all 3 designs! For the models I would say owl needs more details in the armor the materials/textures of owl and robot could be improved wider spec and gloss ranges for example
it's not directly about details like labels, its more about scratches etc.... Same question for deleting details, for example if don't like rust or scretches in a special place on my mesh... is there any way to delete them ?
Hey there, awesome work. You could for example post your image on your FB profile or deviantart and copy that image url here within the image tag. Hope this helps. Looking forward to more updates. Cheers!!!
This is because it's not always desirebale. For example, I wouldn't want my tangent space normals from NDO added to my curvature as it would result in edge damage around very shallow details like text and symbols.
Some of these might help you. http://wiki.polycount.com/TexturingTutorials Don't use the same tiling texture across the whole surface. The details should follow the curves of your ship. Closely study some reference material, for example:
There are lots of good example provided in the wiki page. http://wiki.polycount.com/wiki/Foliage My favourite tree is the one posted in the Airborne thread. The thread can be found here, and here's where the artist posted his wireframe.
funny you should mention that, as that's the example that popped into my head immediately! i'm sure there are other areas even more worse off than wrexham, going to uni there it seems to me that its an area that's in a bit of a decline.
hmm, my Knowledge about Maya is Zero. :P here you have an example, you can straighten the normals with PS or any good image editing tool. http://www.polycount.com/forum/showthread.php?t=50516
The way I found to fix it is closing ZBrush and opening again, choose a file from Lightbox>project>Kotelnikoff (for example) then open your project and save it, next time y reopen your project it'll be ok.
You can overlap the UVs if you know the lighting will be the same, for example they'rthey're all on the North side in shadow. But that's a pain to deal with in practice. Usually you just accept the lower resolution and use automatic lightmap UVs.