Thanks for the info Joost. This is a topic I am definitely interested in, and something that I'd like to optimize a bit more for myself. Funnily enough, threads like this are also a great marketing tool as you are providing valuable info to your core audience! I nominate this thread get plopped right into the wiki.
I watched it without sound and thought "humm... maybe they give more info, I should give it a listen". I watched again, yea that was a waste. I get the point 3 objects all solid, never cut or welded back together. But I would like a little more info...
content aside... This site has no contact info or resume (or it's super hidden). Even if you were the best applicant I received, I'd pass you over because of not knowing how to reach you or knowing anything of your experience. Also, watermark your images with contact info.
"I still am curious though about why a tangent space normal map has any world space info to get screwed up." I am very confused by this statement. Your tangent space map doesn't have any world space info in it- no tangent space map does.
thanks for the info MOP. so is 15,000 not enough for a head? yes, it's bumped up one iteration in max. here's the head. this is a few days old. some of the weirdness has been taken care of...like the chin and such. but PLEASE give any crits besides the normal map info. thanks so much MOP!!!!
Thanks Slainean, cool info about the lightmap UVs. I really should read the updated info on UDN from time to time, the last time I went through it all was in late 2006 :poly136: I had assumed that the lightmap UVs would be better if not split. I'll have to check this out.
Hi! Looking for a Freelance 3D Character Artist to create a lead character for an upcoming sci-fi/fantasy UE4 project. Will be required to model and texture and if possible, rig ready for animation as well. Project has a darker, gritty, visually stylized tone and characters will reflect that. Send name, contact info & link…
Thanks everyone for C&C! :) I did another breakdown (part 1 & 2) in how did the "Knight's low-poly fur effect". Hope that info is useful. :) More info about this project! + I used this technique of fur that was applied to this game: http://gabrielibias.wordpress.com/tag/shadow-of-the-colossus/
This is a fantastic post! There is a lot of good info here that I will definitely be saving for future use. I've been listening to Gavin Goulden's Character Art Podcast a lot over the past year and that has good info as well. Link to there youtube channel here: https://www.youtube.com/channel/UCMpcWwr2EcJjaR_a1zGOXPw/feed
Thanks for the comments guys. @Cody: Yep, it's hammer, and the link below should have all the info you need to make a map of your own. (including custom model insertion) Check out the Valve Wiki here: http://developer.valvesoftware.com/wiki/Main_Page Plenty of info on mapping for tf2 already on there.