definately some great design here..the texture may seem a bit too busy so you kinda lose the overall shape but this is definately a great portfolio piece
same problem - the resulting normals will be in the space defined by the mesh uvs/tangents- not the space defined by the unique normal map. pior is right - a more sensitively constructed low poly will solve this.
1- What about a system that can define the vanishing point from 4 corner point ? You could caculate the best approximation of one perspective by defining an origin and 3 points that cross that origin on X , Y and Z axis. Is that possible to develop ? 2- For the pixelArt isometric mode, we could define a more precise angle…
[ QUOTE ] Unless of course we define "fail" as "fail to make a profit". [/ QUOTE ] Well if that's how we define failure, then wouldn't that make both the original XBox and PS2 failures?
Not sure if I pulled the head down and in enough and I feel the shins may still be to defined. Areas in the neck are still to defined and I need to clean it up quite a bit.
.... You asked him to remove almost every single edge, many of which are defining form. Plus the bottom blue edge is defining silhouetting, and definitely can't be normal mapped.
Some more progress. I think I'm getting pretty close to being able to import this guy into zbrush. I'm not trying to define all his muscles at them moment. Any that aren't defined here will be defined later in zbrush. The feet will be mostly inside boots so I'm not overly concerned with toes. Wireframes: Clays: