Ok now I think I understand what you are talking about. First off let's be *very* precise. What you are specifically talking about is the look of the top and bottom edges of the embossed details. In other words, this whole thread is about this and only this (which if I am understanding you correctly comes from a 2D to…
I don't think baking is a big problem here. I think the weakest parts are the texturing and making the character all on piece. I am not trying to sound harsh you have a good start for a first character, but here goes. First the belt on the chest wouldn't conform to the shape of the chest so severely. If you make the belt…
Now that you've got a basic understanding of modeling you should briefly plan out your next few projects. You don't specify what your goals are in the OP but I'm going to assume you want to make props for real-time rendering (game engines). Current gen workflows generally involve the following: making a high-polygon mesh…
This may be too much for your need, I too had trouble with good vertex color solutions in Unity. Now I almost exclusively go straight to this:http://forum.unity3d.com/threads/123282-T4M-Black-Edition As long as you convert your mesh to T4M mesh, you can paint any combination of textures with support from mobile up to…
Use both. It's usually a lot easier and more precise to start by modeling as a normal, low-poly mesh in something like 3ds and then taking it into Zbrush for detailing. I pretty much make the low-poly (adhering to the grid in the app for modularity), take it into Zbrush to make it uniform and then subdivide, sculpt away,…
Hi guys, thanks for the comments! The character in particular is fairly high poly considering the style; that's because of the texturing technique I'm using. Basically I model out areas that are going to be specific colours on the mesh, and when unwrapping I reduce the uv island down as much as I can on the pixel texture…
Someone was asking about the character specs in the game-artist.net forums, so I thought it may be useful for folks here as well if interested. Since Lexica is a mobile game, many of the assets were pretty low res. So here are some specs for ya on characters.. Triangle count: most around 2300 tris - sculpted a high res…
I agree with JMYoung; horizontal scroll needs to go. It's non-standard and can be very annoying. As for the actual content, there are a few things I noticed: - You're using very high res textures, but not taking advantage of that by making them detailed enough that it seems like the characters need textures that large.…
That's looking cool dude, but it looks far from finished. I think what possibly lost you the position was the lack of lighting. For environments lighting is HUGE and I can't emphasize that enough. Things tend to look bland and the texture tiling can get really noticeable with flat lighting. Another thing I noticed right…
Okkun: We are working with MAX ( as we have our own inhouse normal map processing tools ) to produce very high poly models and then normal map them down to low poly before creating a Diffuse, Specular map by hand , based on the Normal map. Something like a standard L shaped support beam in the Liandri setting, I would…