Hi here is the final outcome. I did the renders in marmoset as well as the bake to be able to get the normal and curveture map really clean. https://youtu.be/KMty8m4C7ME Link with turntable, with wireframe and normals
This looks amazing so far. Subscribed! Looking forward to seeing material definitions. Are you planning for the character to be pristine, or somewhat further road-worn, or thoroughly battle-tested?
I would highly recommend trying a 256 resolution, you can do a heck of a lot detail wise if you learn how to mirror and reuse uvs, along with straightening uvs to reduce aliasing jaggies. It also helps get very crisp output. The knowledge then scales up rather nicely to higher resolution work.
Getting your TF2 hat in game as a Physics prop Many of you in the TF2 contribute thread have been having trouble getting your hat in game to view so I've decided to make a short tutorial on how to get your hats in game. This tutorial won't cover how to get your hat in game for other players to wear but it will get your hat…
There are things that can assist you. The wiki has everything you need, and a whole lot more: wiki. I put some stuff below that might help. Some of these points dont relate directly to your work above but are general to keep in mind. 1/ Anatomy: That is really the first thing with figures. A good practice is to start your…
So how would one go about setting up hitzones on a target (like a bullseye for example) in UDK where you would designate a score based on exactly where you shot? I'm a newbie with UDK, but in other engines I've done this with setting up hit geometry, a seperate layer for each 'zone' of the target, and then a seperate…
My stories a long one haha, goes through getting in anyways possible without any connections, to leaving a good job and changing up to be a character artist, which was a mission in of itself. The Beginning Basically I worked hard through uni doing illustration and graphic design, had no idea what I wanted to do until my…
Thanks for the comments uk_resistant: i just noticed that after posting, but when i looked at tiled, it didnt look so bad. It looks like the slanted tile is jammed into the other one and squished a little bit. heres an example: Pior: i may add more complimentary colors in other textures (maybe have a few rooms that are…
THREAD SHOULD BE CALLED: [Chivalry] – Halberd – Head Monger Halberd _____________________________________________________________________ Hi everyone! I have been watching the forums for a while and have finally decided to post, below are some concepts I came up with for the halberd. I think I stuck pretty close to the…