Firstly, post wires. While soft normals and smoothing groups look nice and pretty visually, physics relies both on raw vertex density and CORRECT triangulation. [EDIT: OH CHRIST I GOT THE BOTTOM PICTURES IN THE WRONG ORDER] As you can see, reversing the triangulation has a MASSIVE effect on what the physics engine has to…
First of all, cool model, love the style. What is it planned for? Onto the crits: The density of polygons is really erratic, for example there are more polygons in the lower lip than there are in the rest of the head. The entire bottom lip could be defined just as well with extremely less polygons, and could probably have…
It's a clever trick. I believe they're using a cubemap. The benefit of using this technique is that it's quite fast since there's no dynamic lighting involved, and you can easily get that toon-shaded, dramatic visual. First, they must generate a "lighting cubemap." You can build a self-illuminated mesh volume with flat…
One disclaimer I will give, for my post and ALL others (except maybe if crazy butcher or Ryan Clark post), is that we are not graphics programmers. It does NOT mean graphics programmers are always right (they're not), but it does mean we can very possibly be wrong, since we cannot work or discover at as a nuts-and-bolts…
Hi Tim! The scene is looking cool, I like the elegant straightforwardness of it. Going by the older scene shots, I would say your diffuse is too bright. Even though you are going for a very white-colored rock surface, consider damping the brightness on your diffuse texture so that more subtlety in the lighting can show…
Creasing really shouldn't add any new points to the model since it is designed to act more like a dynamic tag that you can remove or change around as needed. However there are other options in the creasing menu that could lead to the actual altercation of the model if they were used instead (like the bevel option with a…
I would have to go into the game engine to get the areas to what I did. The problem is that I didn't model anything during my time with them. I basically just set scenes, some vertex painting and sculpted some terrain work with their in house editors. It would be like me just putting up some random shot of the game. I also…
Very little was photo-slapped. In the late 90's and early aughts a photosourced texture often looked way worse than a handcrafted one. Realize that the resolutions available were really tiny by today's standards. The "high res" pack for unreal tournament characters were 256^2 and often sampled to a 256 color per image…
@Sebvhe Thanks for the feedback! I agree with he comment on the 16:9. For now this isn't really working well since the extra space isn't used at all. Even in vertical format it wouldn't work fully as I still miss a lot of things which make the concept more interesting (puddles, rain, moss, papers on ground, ...). For now I…
well, you could create a small selection of hairstrips for the strands that cover the skull and ones to cover the ponytail. at least two different texture-snippets for each for the sake of variety. geometry should be pretty wide - you don't want to add tons of really thin strips to cover the skull. then lay out splines…