Hey guys, I have been putting this off for far too long. Need the practice, so here goes nothing. Designed a polearm, wanted a hand-painted, painterly style for the texture. Any feedback would be awesome. Diffuse only:
Hi all, this is my first work in gamedev dirrection (and my first work at all). It will be great to know, what another people think about it. I deccided to learn ewerithing about modelling, texturing and rig. Hope it is not to much. Thx for your reply.
Hitmonchan file got corrupted *cry cry* Ill start it again later but for now, hitmonlee. Sense I was going to do him anyways. Im gonna try and give him some muay thai inspiration.
I guess this would kind of be like a journal. I wan to get better at sculpting anatomy so i decided im gonna just do a bunch of different attempts to get a grasp of it. I want to submit something almost daily, but well see how it goes.
Pretty much everyone will know it but i just can't remember it, frustrating me. It was the thread where people would submit a drawing which others then added onto, and you kept adding the names of the people who'd done changes to that drawing when you updated with your version.
You could definitely improve the texture resolution by not using an "atlas" layout, but instead using tiled textures, and mixing damage with vertex color. We have some info on this in the wiki. http://wiki.polycount.com/wiki/MultiTexture and if you check my Sketchbook, I share some shader graphs for making these kinds of…
Well, I imported my model into maya as I usually do.. I cant use the original maya file because it was done in Maya 2014 and the file wont open in 2013 or earlier... So as always, i just export as an OBJ, after cleaning it up of course... I thought maybe my issue was that I had 'grouped' sections and then exported.. But…