I plan to create the circled areas as separate from the main floor, but I'm wondering if I should use UDK's terrain landscape tool or its vertex painting feature (On a Static Mesh) for the flat floor. Maybe it's possible to create the flat floor AND the circled areas with one terrain? My concern is getting everything to…
Gets better =) Be aware of your shapes and the roundness of the objects. Look at the glasses the front one is wearing. They seem to have a certain thickness to them, but that does not reflect in the shape of the minion. The band holding it up is alsow very flat, its not going around a cylinder but more of a flat surface.…
Taking into consideration how expensive the places most game industry jobs are; Yeah, artists don't get paid much considering the amount of money the games can rake in. I'm hoping for something to change in terms of I'd rather get paid in royalties verus a flat rate, or at least on top of a flat rate.
I wouldn't say the flat colours are lazy as it might have been a smart optimization choice. But I think they are too bright and saturated in places. Lots of patchy tonal changes. All that flat bright colour spinning past the screen kind of hurts my eyes a bit. Looks fun to play though!
Also, one more thing to note: rather than thinking of "I need a split where there is a 90degree corner", it's more that you should think in flat surfaces. So you might even have a UV split on a transition between a flat surface and curved surface with a much lower angle than 90.
imho the wheels are too flat right now also i seems as if the back wheels are separate objects, you could easily save a few tris there by making them 1 object with just an indent in the middle. maybe try something like this: (the backs on this are flat like yours because they're not seen that often)
ok... right on. thanks to all of you. i will work everything out and present the reworked model again... it's really cool that you guys help me... @JKMakowka: face is flat because i want him to wear these masks, you know the skimask like things... or do you think it's even to flat for that?
I think you are getting into the small details too quickly. It might be better it you spend more time on the secondary forms first. For example the transition to the teeth is too flat, it should bulge first and then angle down flat where the teeth will insert. Like in this image. Hope it helps
i see a lot of muddyness in the sculpting. and i can see where it looks like you used the pinch tool in zbrush to pull your edges tighter together. it just needs some cleaning up and making your flat edges look flat and hard instead of mushy.
I've found the problem is big areas of flat color. Add noise and use "Best" compression. I noticed a big difference when using best vs. normal compression on some lightmaps with flat white areas recently. http://blog.heyworks.com/making-the-quality-of-pvrtc-textures-higher/