Yes, it is, what I'm saying is that if the low poly mesh that you are using for baking normals is not the same that you are using in engine, you may have problems. In the case you have shown you don't get any noticeable problem because most of those extra loops belonged to flat planes, so the normals of a flat plane made…
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…
Looks good, nice consistency and style. However I have to agree with the normalmap comments, in fact it looks like you just took the diffuse textures into Crazybump and fiddled with the settings a bit - that will never create accurate normal maps for uniquely unwrapped objects. In fact I can see from some of the flat…
Hello! I'll participate here too, I have done this model with zbrush, starting with a zsphere. I tried to make the most finished model possible, but I think later I will work more in the nails. Where more do you think it can be re-done? @Malatoar - The palm of your hand is very flat, need to be a little more fat @Rav3 -…
Another note, his eye sockets probably weren't as deep as you have, as the fat around his eyes might push them forward a bit. Other than his nose, he seems a bit flat faced. But so far it looks good. I's stick with the armour, Simply because you could play with the lighting. and put a drapery background and light it like a…
Thank you! I wanted to add a bit of shading on the albedo but I didn't want it to to overpower the main lighting. The subtle shading also makes it look less flat in shadowed areas in game.
I'm glad to hear that you are always open for crits, maybe the design was made that way, but the normal mapping and texture works looks flat, like a model made for Quake 3 that only has 1 diffuse map, I feel that the metal colouring made by the heat is a bit overdone, and the specular/gloss are flat or all on the same…
Thx you both for the infos guys :) :thumbup: Actually both :poly124: Also for now I'm only trying to get an overview so later on I know on what to focus my research/study,I don't want to dig too much yet because for now I'm only focused on anatomy until I get the sculpting done,but basically what a "jiggle/spring bones"…
You know, I knew ZBrush's retopology tools were flawed, but I only realized today just how bad they are. I was having some issues with my exported files, so as a test I made a simple sphere with a flat texture. Except when I started trying to auto-retopologize a low-poly version (I was testing my retopology method as…
I'd say get some simple lighting PLUG http://blog.environmentartist.com/?p=205 in the scene. Not sure if this is going to be in Maya, UDK, CyEngine, etc. Jessica's point about the textures feeling flat is valid. But once you light it that might change things a good amount. One small gripe I noticed on the center floor…