Less seams the better, but I usually cut off the ears and usually the nose, since it's impossible for the UVs to be flattened there without introducing stretching elsewhere. If you plan to animate the character, you may wish to model the eyes closed and unwrap so there'a no stretching during blinks. I have never needed to…
Yeah, I've had similar issues. Basically you need to look up how to actually sew the real version of the clothing you're looking for...usually there's a few people out there on youtube doing that kind of thing. As far as tri-count goes I wouldn't worry about it. You can search the wiki here for information, but tri counts…
I would agree with the comment by CrackRockSteady, it got to the point. The only thing I would like to add in here that noone have mentioned yet, is z fighting at distance. It wouldn't really happen with the particular mesh shown in the example, but it would definitely happen with thinner boxes. Its usually not so…
Reference material we don't usually add to source control. Just game assets and their source files. Reference videos and images usually is just on a network share that is backed up weekly. Also we don't check in concept art. Just the final concept in the asset folder. Perforce is awesome though. I wrote a MaxScript…
The Foundry also do periodic sales, where they knock 40% of the full price (and 20% of upgrades as Jed mentioned), they're currently doing one now, but it ends in about 3 and a half hours. They usually do them round christmas time and round release of the next version. And I believe that, just before the release of the…
Nice work so far. I agree a bit of color variation would help push this a bit further. You also might consider painting in more lighting information. I'm not sure if how you're planning to present this finished, but painting in some directional light usually helps things read/pop a bit more. Painting in shadows under "3d"…
Thanks for the motivation guys, Your all good coaches to me, which is why i ask I've spiced up my workout with Boxing every Wednesday night at 8pm . My trainer kicks my ass everytime, usually do 25 mins of cardio before each session to get my heart rate up. It's a tad expensive for $45 a session, but i'm really enjoying…
Depending on your engine you should be able to mirror your UVs without getting a seam. It works especially well on flat surfaces. In Unreal you need to mirror your UVs horizontally ←|→ in order to not get seams. UDN documentation on the matter, it's not 100% perfect but I think it's usually worth doing if you can. It looks…
The best works are usually the most honest. Unless one likes to include human morality as trait rather than a learned ideal. [ QUOTE ] I see no nobility in depression and failure, and little "entertainment" in the mundane and small. [/ QUOTE ] I saw the film and comics help redeem him as a person. Also the way that unlike…
Could you post the UV layout you're baking into? Might help to see how the texture is laid out. For objects with any level of complexity I usually end up breaking the models down into several parts, capturing the normals separately, and then re-assembling the final map in Photoshop. Doing it that way tends to make it…