While it isn't super Zelda-y I think I remember similar skulls showing up on the walls inside of Gerudo Fortress. They were normally above the opening of the prison rooms if I remember correctly.
Which modeling software do you use? Maya, Max? Try flipping your green channel. When Xnormal bakes a normal map the Y axis needs to be flipped (for example if you use 3dsmax).
seeing these games always makes me happy btw theres this video online showing their tools a bit [ame=" https://www.youtube.com/watch?v=y-chi097uV4"]How Rayman Legends Is Made! - YouTube[/ame]
y u so fast?! Really nice work on the items vlad and of course the concepts are great as well! Maybe i could snatch a concept of urs multitud3d, after i finish my current set..
If these are object space normals, make sure to check dat box, or max will render as tangent space by default. Either way, check if the Y channel (green) needs flipping. Different applications have different standards.
looking really cool man, keep it up! i would say the upper leg pieces look a little too blocky. sorta too gundam-y for the rest of the model. this is just personal preference though
fade1 - I have it assigned as a MEL hotkey (CTRL+T) after restarting Maya, and trying on a sphere, nothing happens ? I can't even get Bal script to work with a Y assigned hotkey, arghh.
This project is slow going but I'm only spending a few hours a week on it. After working on post-bake texture prep, I've entered the first phase of texturing: Everything is still very work in progress-y.
Try selecting the polygons that are not the supporting edge and use the planar button. Just flop between X Y Z and undo 2/3 that won't work. Because right now the area looks a lil wonky.
Scale your UVs by 1 X and .5 Y, and move them into the 0-1 area. Then in your export settings, set your UV map resolution to 512x1024 and they will be stretched out again in the output file.