the transition between the grass and the dirt and grass isn't helped by the fact that where your grass planes meet the ground, they stop being seperate blades of grass and just a flat plane of colour with no transparency to seperate the blades of grass. this is making it look like just a plane and making it impossible to…
it really depends from what you wrote i assume you would like to work from a high poly mesh and bake the maps to texture it in substance, so here`s a short breakdown. but keep in mind that i can not read your mind and guess what your final model should look like; -model the high poly (subd) -model the lowpoly + uv unwrap…
I've been moving this past week, so didn't have much time to update new content on this guy. Fortunately, I'm settled back in and ready to keep going! :) I got the low poly done for this guy after working on and off on it, UV unwrapping, and then did some bakes today. I was very inspired by watching the Zbrush Summit all…
Bigjohn - Thanks dude! Mmm as far as texture process goes, I'd say similar to what the dota 2 texturing guide does. Except I usually waste more time painting in the directional lighting and handpainting some key or fun parts ;) BoBo - Thanks man I appreciate it! It was great getting to work you with and the rest of the…
Alright here are some updates. I took crazy's advice and started building this in UDK with some base textures. So far I have a sand/dirt/rock texture. Taking a bit longer to completely hand paint textures than I thought... how the hell did people used to do this lol. It took my a while to learn a lot of udk like vertex…
-Your portfolio is a lot better than many other student portfolios I've seen, so thats a good thing :) -You could stand to add more breakdowns of the characters, like including a wireframe shot and polygon count. That stuff is good to see and even more important in low poly characters like the ones you are making.…
I would think so in regards to texture and material usage more so than mesh. If you want to make it with normals, spec, emmisive, etc you can or you could work in flat diffuse only. Totally up to you. That being said, it needs to still be recognizable as the concept. There are some interesting models in the Env challenge…
The reason that tiling is there is because atm it's just a straight copy (handpainted, using the original as reference). I will look at breaking up the repetitiveness though! Thanks. I've turned down AO too, don't know why the default is so high! I've been tweaking lighting over the past day or so, and I've painted a few…
That was kinda jerk of you. I think this is a really GREAT idea and that every teacher should create a post and force their student to post on it. 80% of people coming out of school issue is that they narrow their entire field to what people at school think or were good at and they appear in a world where THOUSANDS of…
To quote a lecturer at GDC : 'Carmack is a false god'. The quality comes from the artists, not the fancy tech. So yeah I don't think we should hope too much for crazy realtime folds and such (if it was true, IRL sculptors would just throw a plastered towel on their sculpts and call it done). Also voxels are I think the…