Sorry, The thread is old but still valuable, thanks for the link. I hope I will not boring you but I can't understand how do you make the 3/4 trix for the map. How do you manage your uv to be able to do a things like that 3/4 trick
This looks incredible. My main critique would be to make the scene a little more lit, maybe with a lamp on the table or hanging. Maybe near the crate/table (the fire's in the way, sorry!) to bring a little more attention to it. I think the characters looking good, just a little more detail to the face.
Updated this Thread with the actual pieces of art... sorry it took so long. \\EDIT:\\Not sure about the gameplay yet--my wife and I haven't gotten around to trying it yet. Looks kinda like Magic with a small "gameboard"/"scoreboard". Glad to hear from a Carcassonne fan! Cheers, BORAXMAN
Update: Sorry guys my photobucket is low on band width for the time being but I have my latest shots up on artstation. I'll post the link so you can check it out and as soon as I'm able to ill post back on here. http://www.artstation.com/artwork/chemrail
Sorry man, I can't recreate your problem now, although I have definately had that same problem before, what does the little pink error message say in the bottom right of the screen when you select the model you want to paint and open the paint tool?
Sorry missed some items. Though I will work on the safety, loosen those edges and figure out what that piece in the middle actually is, mine dosn't look right Edit - just Noticed you mention the pump, I have no excuse I dunno what i was thinking :p
Oops, sorry guys I forgot to include this old shot of the scene from yesterday. Only difference is that it has no pipes, nor does it have those little bumpers attached to the correlated metal siding. Oh and it sorta shows how the DOF will hide those jagged non-subdivided edges.
ok thanks, sorry I missed your repsonse when I commented the first time. I agree the chords should be reduced. The back panels are seperate form the case to prevent ngons. Thanks, I will continue with textures edit: you're also right about the unnecessary edgeloops elsewhere to
Ah sorry I should've been more specific, when you draw a stroke out, pressing the shift key will snap it to angles. For placing strokes more accurately, have you tried turning polyframe on (shift+f I think) and looking at your topology to see where to stroke?
sorry, for late reply, was away for few days. Anyway, I don't know what jrnormalmapper is o.o;; Basically, I just use surface sampler create a normal map from a high poly model. Then I just link the normal map to the low poly model inside hypershade.