Well, the poly distribution in your Rizzo character seems uneven. The body has a TON of tri's. Almost seems needless. But the tail barely has any. Also, if he is rigged, why don't you animated him in your reel? Give him an idle pose/stance. Make him breathe. Give him life, makes it much more interesting to look at.
That is a seriously awesome bake, looks just like the high!!! I really want to see this in something, if anything just to run around this guy as he's idling laboriously breathing. Great texture and I am surprised at how awesome the soul cage bake came out!! Can't wait to see more (if there is more? he looks done to me,…
Hey Hunter, looking to work so far. Gotta say I love the spirit bears progress so far, so I hope you revisit it after the chinese new year event. As for you latest update I think Spudnik on the right track when it comes to a lions idle pose. The position you've sculpted it has a nice "on the prowl" look.
I will leave it for now as I need to rework lots of other assets (building my first portfolio is a lengthy process...) Lit him up a bit more for the presentation sheet, liked how it looked it reminds me of some old Yu-Gi-Oh! card look idk I like it :D crits and tips still welcome! thanks again for the help
3d texture? using masked opacity? UDK comes with shader functions that describe projecting 3d textures if you want to see an implementation. You could project the same repeating dotted texture along each axis and have them add together and clamp to represent where all intersect or something (idk just a thought). edit:…
When stacking uvs you shift the overlapping ones to outside the main uv space (0 to 1 space on both axes) but make sure you move it by a whole 1 unit so that it retains the same position on the texture. Also, make sure you optimize that low poly a bit before the uv mapping. Idk if maya can retain uvs properly after…
Idk why you're using Collada but is the mirrored edge welded in Blender and do you have your UVs stacked in the same 0-1 UV space? Should be welded and you will need to offset the mirrored UVs by one UV square space so that you do not get bake errors. Then once your baking is done you can move it back technically.
Changed up the lighting, retopo'd and unwrapped the daggers. Second pass textures on the body. Next up is to go back and focus on the face, second pass the textures there and fix some baking errors. If anyone has some good beginner animation resources they like that would be a great help! I want to rig and animate this…
With a typical gaming PC, you'll never hit 1500 watts. An i7 and 1080ti uses 400 watts from the wall max (would suggest going for 600 watts with that build though, there's a power efficiency curve and power supplies do age). Idle programs in the background barely use any electricity, there's only a substantial increase in…
thanks guys :) rushing to get this PDF finished and online, blaaah, sorry for the wait :( ...may have to wait til later tonight, idk...gotta stop promising things before they are done lol...really appreciate all the feedback!!! @Torch nope; there was never a high poly mesh...the baked lighting was generated from the low…