in your viewport shot the grip material looks a lot better, but it looks distorted, looking a bit blurry in the middle and a bit squashed up and smaller at the bottom. I'm not sure how you've made this pattern, but I would recommend doing it in zbrush more uniformly or just using photoshop and generating a normal from…
Interesting read thanks! Anyway. I have spend some more time examining, well various surfaces under different lighting conditions. If you have strong, well defined normals with quite a bit of depth, then adding any lighting information to color texture will certainly destroy it. On other hand there are surface like moorish…
A 'polymesh' is just a standard polygon model defined by its vertex information. This is just a term to separate it from Primitive Meshes, which are parametric objects (shapes that are defined through math formulas, where you can change the parameters using sliders to change the result on the fly). There's nothing extra…
Here's how the body looks so far. Hands need some adjustment since they look flat. Shad0wForce The brow ridge is a bit on the strong side. In the past I never really defined it and this time around it seems I've defined it a bit too much! Thanks for pointing that out, I totally would have missed that. I do wanna stick to…
Looks like that detail overlay you've put on in Photoshop is nuking a lot of the underlying normalmap detail. How are you applying that? If you're generating from the NVidia filter, make sure that you set the layer's blend mode to Overlay, and to Image -> Adjustments -> Levels, change the channel to "Blue" in the drop-down…
* filesize (one vertex snapshot per keyframe) * needs a look up table to calculate the interpolation or tween between the keyframes * On big meshes in can be very CPU intense * No unique animations, at some point you might see a pattern to the animations. advantages I found:* lets you cache centroids, normals and other…
typically, as long as you have your contract set up properly so that it includes any additional monies for things like: - client takes too long to deliver feedback - client requests too many revisions (you should define what a revision is and how many they get) - client changes the design so you have to redo work etc. as…
hey, cool stuff! Love that turret gun and sword, they look great! That engineer guy is so cool, really dig the way you texture. The mace shows some nice subtle-yet-smart handy work with color to define texture. Dig it! Have some general comments: One thing i notice overall is that some of your texture work feels "mushy."…
This looks like it was a lot of fun! I have a couple of comments: - The cylindrical gears on legs ("knee?!") looks a little flat. They could use some value and color changes to help give them depth. Different metals, etc. - The damage seems generally small scale. I think some larger wear and tear, especially on the feet…
Now that you point out the glass i definately feel as though i should have tried alot harder, your correct about the overlaying factor, it was merely to obtain the feel for glass as it would only ever be seen from a distance, it wasnt an attempt at making glass players would interact with. The sketchbook idea sounds very…