As some of you may already know from my Artstation, I've finished Nysa 522. Below are some pictures of it: Polycount of project: Car - 48784 Engine - 13218 And here are some early stage images from my next project. Caterpillar D7 7M:
Just wanted to bump this awesome thread - working on a Cucco for Link :) Talked with Aaron about the specs and tried to go for something under 600 tris, 512 map. Still got a lot to do on it, muddy areas to clean up, add more contrast, etc. Cheers!
Finally got time to finish my Dejah Thoris. I missed her a lot. The final lowpoly stands at 26,126 triangles and has 3 X 2048 px and 1 X 512 px(Hair) texture sheets. The sword uses 1 1024px texture
since you are going with a more hi rez approach I would give the eyes a second look. I would consider this approach https://cdnb1.artstation.com/p/assets/images/images/003/432/469/large/magdalena-dadela-eye-setup.jpg?1473626502
Looks like everything is shaded with black, which is killing a lot of the surface variation and color. Everything also seems to have the same specular levels - there's no real distinction between cloth, metal or skin. I also think you could make this a 512 with no loss of quality.
Thank you eerybody for your help, I'm calling this done. Here's my final images I had plans to texture a space helmet, but they didn't pan out. The top images have a 256x texture (512x texture is displayed) and the turn-around has the 512.
Win7 x64 Intel Core 3i 530 2x2.93GHz 5,00GB RAM ASUS Mainboard ATI Radeon HD 5570 1GB Nope, nothing in common :S Strange that the old x32 did not encounter that undo crash... at least not often enought that I could remember.
most of the main traps had 1024s for diffuse and normal, 512s for spec. The Reverse Bear Trap helmet actually had a few 1024s because it was going to be seen full screen at the beginning of the game, with the camera focusing on the clock timer on the back and the front grill and such. Thanks for the comments!
Decided to call it quits. Wanted to finish this low poly bake early but things got in the way that created messes. So here's the final product. All 4,688 polys of it, and all critiques are welcomed to tear this apart! Textures are 1024 by 512 BTW. Onward to workshop 3!