I'd say make a new thread for it pixelfable, otherwise this thread could get bogged down with replies to you instead of new art. Also, do a very quick search for normal mapping threads on here and you'll get all the resources you need and more. It's hard to know 100% without seeing the source model too but looks like the…
[ame="http://www.youtube.com/watch?v=zkqDDm6wJo4"]Texturing Practice - YouTube[/ame] Just practicing my high poly baking stuff and texturing skills. The colors did not go as planned. But I will practice more and promise better results. It's based off from a tutorial on hard face texturing. 1024x1024 Texture Sheet. OCC and…
Uly - Not sure which "corner trim you were talking about. You mean specifically the corner piece at the top? Or some other corner? :/ Sorry man. Well I worked on lighting and such. It is hard to get marmosets lights to falloff without leaving a noticeable circle of light. And my other complaint is omnis not being able to…
@Neox: awesome, much appreciated! You're right about the legs, I tried to cheat since I knew this wasn't getting rigged. But that's a poor attitude, I will go back and do it correctly. I actually first modeled the hind legs in the neutral stance (tried with several paintovers on the concept even), but it was throwing off…
KROOOOOOOOT! Poor guys never got enough love. I don't know if it's just the perspective or what, but I didn't recognize it as a kroot right away. I feel like the bottom jaw is too overpowering and he needs more from his upper jaw. They always reminded me of parrots when I used to paint them. I think his 'hair' droops too…
Yes, but it's an absolute abortion! Apparently Toyota did all they could to stunt any attempt at modeling their car! What usually works for hard-surface modeling basically goes out the window, because of the manufacturing methods they use (carbon weave), based on the grain of that and how it bends (and how they've chosen…
Daphz is on fire! Mad skills, i know nothing about characters but this looks lovely. Th hard surfacey stuff looks spot on too. Im juggling so many things atm with trying to help 3 films get finished within the next 3 weeks, most of what im doing is boring stuff thats not really polycount worthy atm, (filthy rendering.) But…
haha tnx guys, papagersi: very nice sculpt, i like the roughness that still in there Oskar: hehe i knew from the moment i saw that concept a month back it was going to be a hard one, personally i'd approach something like that with a shader, double geometry for a character would be too much for a game to handle probably,…
Hi everyone, this is my first post, sorry for the length lol. I just wanted to share that I developed my own game for the iPhone and Android. If anyone is interested in checking it out, I created/ designed all of the art work in the game including ui using Photoshop. This was about a 5-6 month project including the game…
aNarchy: I can see some areas that can be optimized in regards to tri count. Don't be afraid to break the building into seperate pieces and work modularly, like you did with the flying butresses. That alone could save you on tri's. In regards to Unwrapping, I've never used UVLayout but it looks like a valuable tool. One of…