worrying about texel density is not a bad thing. You probably don't want to sacrifice resolution where you can afford to have it just to match a lower resolution where its a technical necessity - if you are stuck using a 2k map on the body and a have the option of a 1k map on the face you probably don't want to drop the…
Looking great dude. That sword rocks - if you have the polycount, I'd add back in that ring from the hilt of sword sketch #2 :D Feels like it's right on the border line of cartoon/TF2 territory but it's well enough executed that I think it should be ok. I'm glad you reworked the skull on his hat to be less cartoony - that…
Neavah, I think that's exactly what I've been looking for. I worked out how to create/edit a UV map, I was just looking for a method of sort of organising the UV islands before flattening the map, to prevent them being randomly scattered and broken up. This must be it, thanks a lot ;) Oh and one more thing seeing as this…
You could either do your lighting and soft shadows by making a plane with an alpha on it, or cutting the shape into the geometry and using vertex colouring. Texturewise, you'd want to index as much as possible. Use 16 colour textures wherever possible (You'd be surprised how much you can do with such a limited palette) and…
It looks good. All I've got left is personal bias. I prefer Asus to Gigabyte for motherboards because I believe them to have higher reliability, although I've been told that belief is unfounded. My rigs tend to last 10 or more years, so I've been sticking with them. I got a Z97-A, that's more of a personal preference than…
Nice. Looking good. A few notes: f14 - Make this pose higher for the COG. From this pose, the TY should be slowing down into the apex of the jump. Maybe have the arms lead the motion more. So they propel the body up into the air. f19 -Arms feel twinny through here. f22 - Speeds up here. This is physically impossible. He's…
Currently the model seems more like a blockout than either low or high; which isn't really a bad thing. From here you can do as luge says and make the high/low based from this blockout (As Ben Bolton does in his g56 video, which has a lot of good information you will benefit from:…
NECRO POST!!!!!!!!!!! Sooooo... Been a while, hehehe. I had to put this aside for a good while but its always sat on my Hard drive nagging me so I made a good push these last few weeks to finish this up. I took a lot of the crit that was handed to me and tried to roll it into the direction I wanted. I'll be doing a quick…
Thanks for the tip Almight_gir, but I'm don't think it will work in this situation. I've got 17 overlay textures that I've built to mess around with this setup, some are solid black or white (pink pig on bottom left) while others have a mix between the two (blue/purple pig on bottom right adds back a dark color under the…
Wow guys, lots of great mars surface and lava !! i had no time to do them :( Sorry for the late reply and thanks for the kind comments. @TooLzor : For those pipes, i make a very thin line that i Warp with a Gradient to get the pipe path after that i use a Distance node to increase its size and a Curve node to make the…