@achillesian - I did baked out AO from Xnormal and applied it to my diffuse. @Goat Justice - Yes You are right.I softened all the edges on my LP and baked out my normal map.Thanks for the Link. @North - Ok.I will try to improve my normal maps in my future assets. @Shiniku - I Had quads on my Base mesh of HP...Posting…
Thanks for the feedback!! Y'all are helping me a lot more than you realize :) @superdenny707 - I'll defiantly be working from his check list. I want to focus on making props. Right now I'm working freelance as a 3d modeler making props and textures for a mobile indie company, and have been looking for entry level art jobs.…
@Cremuss , @ZombieDawgs : Thanks for the feedback guys ! I'll do a couple of junk meshes and decals. In the meantime, i widened the scene and tweaked the lights some more. Added a bit of graffiti as well. Now i need to study the unreal particle systems as well , i'd like to add some steam or something similar.
@slosh, Thanks man! ZombieDawgs said: "love it, gotta disagree with Norron though, I think the jiggle might need toning down a touch?" I agree for the moment. It feels good with the truck, but everything else is kinda crazy. Once I get done with a better environment block-out I'm going to give the cars secondary motion…
ZombieWells > Thanks , I'll try more spec next update. Will put some more effort in presentation! Overmind5000 >Really wanna start texturing soon as well! Another hour in..HP #2 Still need to add the 'star-shaped' decorations. edit ; uploaded the wrong link doh'
Let me clear this up. He is basing his design off of the plasma gun model that I did for the Eclipse mod. The original concept was made by the project lead, known as darkmatter. ZombieWells is not affiliated with the project.
@ZombieDawgs Thanks dude. The biggest change for me was the fact that the sub-d mesh will be smaller than the cage, and so won't line up with the spline guides. Therefore I had to get used to moving the points outside of where they would be on the quick studies and using "Show end result" to line up the sub-d mesh. Aside…
ZombieWells: Wow, thanks a bunch - that really helped. I might have been a little timid with the grunge'n scratches, so I spent some more time there. Might have to revisit the color variations in the outer paint job yet again. And yeah, the backpack and bedroll are the weakest parts of the model, I agree. Slammed them…
@ZombieDawgs Aaaah I see now. I will try our another pass beefing it up some more. For today I put some more work into the back end adding my control edges and a little more design elements. Still want to add some little details but going to keep that for after I have control edges complete over the whole model.