Workin on the head for the female. Still very WIP on the hair and I haven't touched the neck yet. Going for 1k tricount for the whole thing including body and 256 for the texture again too. The head occupies 128x128 of that like with the male.
Hello, I have a question on character guidelines. If we make a 2 part character set, for instance Annie and Tibbers, do they both need to occupy one texture sheet or can they each have a unique texture sheet? Thanks! 2 Sheets in that case.
This is turning out quite nicely. I like the lanterns very much. Are those paper screen walls used in the construction of the building? If so you could add some glow to some of them on the maybe on upper floor to give the impression that some of the rooms are occupied.
Whether working on programming or modeling/sculpting I still like to wind down with some games at the end of the day. I don't play as much as I used to, but my life has filled with other things to occupy my time.
Thanks again for the suggestions. I've toned down the chipping, seems like I went overboard. There is now a small dent at the bottom of the door, although its not that visible. The vents occupy the same UVW space making the same texture obvious.
Your model is not what I'd expect from an Elf. The concept looks quite lean, that's to be expected from an Elf, especially for an archer/warrior type. Your model looks more like a tavern woman with more than enough ale to keep her occupied. :O
Yup, that's it, if you fit them and have some space left, you can scale all of them at once to occupy the empty space (increasing your texel density); or scale some small parts larger (for better texel density on small parts that might need it).
Your low poly needs to be wrapped, yes, since the normal/ao info has to get baked to something. Your high poly does not need to be unwrapped. It doesn't matter where they are positioned in 3d space, but your going to want them to be occupying the same space.
The layouts are a heck of a lot less chaotic now (though I can barely see them, ha) Maybe you already planned this, but you might want to consider combining them into one sheet, with area occupying a quadrant ,instead of there being four different maps
This is the shape of low poly mesh. High poly is the same + subdiv (supporting loops keep the shape) and roof tiles. My intention is to bake tiles as floating geometry. I'm not sure how to make them occupy the same space, they would not be visible then?