Here is an update with polycount just a hair over the 100K + 5K limit. To stay within the limit in the final render I will delete some of the small details on the left side. The next image shows the UVs. I will spend the last days painting the textures using Substance Painter 2.0 and maybe Mary 3.0. I included in my scene…
How can I set this up? Do I do this by using 2 UV channels? Typically yes, you need to align the UVs with the wood grain. If you could try to create a UV channel that works for both the tiling and the baked normal map, but depending on the asset, that can get really tricky. And UVs don't take up much memory, you're better…
great looking progress man ;) Its a nice improvement of the layout. Few thoughts meanwhile: - If you do the visual occluders (like small hills) usually they are obstacles at the same time, e.g. player cannot go ower them. Otherwise there would not be much use for them. Exmaple: you get small hill to block the far view. But…
Nodeflex is an exciting concept. As I understand, it will output plain code? I'll just plea for you to take a look at Quest3D as I've seen it was not on your node editors compilation image. I mean, using visual script most of the time (currently Unreal's blueprints and Antares Universe), I really miss the agility I had…
Looks like the UV's are probably screwed up which can happen using GoZ... you might want to re-unwrap the low, which shouldn't take too long given that its a cube. If you have stacked UV shells you should offset all but one piece, one tile to the right. If you bake with them all stacked on top of each other some parts will…
DDO is using tileable textures - as a result, this gives you a few options to work around seams on cylindrical objects: 1) You'll need to adjust your UVs for tiling, which means the UVs need to stretch to meet 0-1 borders. This will eliminate the seam at the cost of introducing stretching. 2) You can use a color paint…
I'm really not fond of the checkerboard pattern at the midpoint. When I first saw it, I assumed it was a temporary texture similar to those used to check a UV layout. It really doesn't fit the model. The tall pole looks like a tesla coil, and you REALLY don't want to have different metals - and especially not patches of…
Make some decals to simulate stains from rain (particularly on the roof, below the windows etc.). The roof is too saturated in my opinion and looks too clean. I also find that the building looks way too blocky, add some extra geometry on the corners and add noise (manually) so they're no longer pefectly vertical (you could…
Hi Christian, Here's a list of observations based on a first impression I've had whilst viewing your portfolio. I can reply again later with more specific feedback per asset. Layout - The site is simple and clear with the work front and centre. Overall it was easy and quick to navigate. 2d art - Other than the animated…
Hey there! You have good pieces on your folio, congratulations! :) IMO, the website looks kinda "poor". I believe that the thumbnail titles for "low poly", "high poly" looks very "unassertive". Also your name is kinda out... I particularly dislike to roll up and down too much in a portfolio. I think you should create…