Hm. I would imagine the shape of your highpoly mesh isn't a plane, in this case its kinda tricky. There is a method that can show your mesh unwrapped - the model flattens out in the shape of the unwrap. So first you would need to unwrap the part of the highpoly, that has the soft opacity part, so the flattening works. Then…
hehe. Glad It helped, and entertained! Was almost concerned I came across too harsh. :) I'd minimize that hip-bone. That usually only occurs on super skinny girls who don't have much in the way of muscle or fat to fill out the hips. A la - I think you might want to taper the muscle definition on the obliques/hipbone area…
Hey thought I would do an update on what I did this week. I ended up playing with the lighting,skybox and colour correction filter on the camera as shown below to be less intense. I also decided to replace the collison greybox visual with a simple tileable fence used in prvious levels and started to redo the splat map of…
not bad! There are some things I'd consider though: on the shield, -the level of detail is a little wacky. Might be the painting, might be texel density, but the metalrim's details seem much tighter compared to the wood. That doesn't mean the knicks and scratches need to be the same size between the two, just that the…
No, there is no need to modify the UVs - because even if they were seamless there would still be distortion issues when applying a given pattern or texture. The current UVs have clearly been built the way they are because of the thick cloth seems on the model. It's actually very clever because it means that a texture that…
It's really situational question. There isn't one extreme rule governing everything, "always join everything". But just some situtaions where it makes sense. If the mesh is going to be deforming then having two things clip into each other doesn't offer any real way to keep one piece anchored on the surface of the other.…
It's actually pretty easy and a lot more straight forward than model -> unwrap -> texture. You're right the previous method is the traditional way to create an asset, and by all means you can still do that, especially when working off of concept work. However there's nothing like a dark abyss between texturing and…
Looking pretty good, great idea. My fear is that the chainmail will be messy in game. I was putting some on a character of mine about the same size and in game it's hardly readable. Just blurry. I think the biggest thing I notice is you could bump up the contrast. You need some really good highlights. And I can see the…
I'm just gonna break down your site from a first user experience. First page: Huh, where's the art? Kind of a cool photo of yourself but there's not really any art. What does unity and unreal engine mean? Can I click on them? Nope. Huh.. Lets try projects? Projects: Huh, still no artwork.. Weird.. I can't even click on…
Frell, you can do anything that tickles your fancy! In honor of the SDK release and new customization stuffs coming to chivalry, we are also holding a contest for emblems to be placed into our customization setup! The devs will choose the best ones and the winners will get their emblem placed into our customization setup,…