I think you have a bit too much tiling. There isn't really any unique detail, just 3 different textures that tile all over. Part of the problem is that the roof tile and the wall tile have features that are roughly the same size, giving it a uniform look. You'll notice in the concept that the roof is the only part that has…
Yea, doing the UV rotation manually in Unwrap is the point so I can easily define Flow Map direction by rotating stuff in Unwrap. That then also matches the strokes tiled grescale map, strokes go in 1 direction in the texture but the UV then changes the direction. I have no experience with writing scripts unfortunately.…
@keres: Haha, yeah the seam on the elbow is just a result of me exiting the modding team, the creature was supposed for. Cba to finish it. In november next year the fifth part of the game series will be released. It will have a complete new engine and possibilities of character design will be much wider than now. Ppl…
It shows that you are new at this. None of the character designs appeals to me. They all have of late 1990s 3d art without the benefit of good, handpainted textures. I also keep getting a 3d software tutorial book vibe from your modeling work. Remove everything. Look at other games, try to think out for yourself why…
Thanks everyone for feedback and comments, much appreciated :) @MoP: Thanks! and thank you for the link, will apply immediately :D @Autocon: You're right, I should put in some more texture information. Will see what I can do. It's just that I don't want to put in too many pictures so the site loads fast enough. @ParoXum: I…
nice work so far. to the execution: your texturemap has much wasted uv-space. There are so much areas without texture-information. you could add bunch of detail there. Maybe think of some additional assets which could use those areas in your texture. Try adding the lantern or the iron fence which can be seen in your…
The dirty paint looks pretty damn good. You're making good use of the 4k res. Does it look noisy from a bit further away though? Some small points; the scratches from the fire selector are odd; there should probably only be the one main scratch that is curved (as the selector is pushed up/down, think about where it rotates…
Thanks for the tips guys. I was actually using Mixamo's autorigger, but I am not too happy with the rigs it created. There seem to be some stuff that dont work properly. Some limbs collapse when you twist them for example. Plus the fact that you cant see your wireframe when placing the joints, and not being able to control…
Hey there Sati, glad to see your work here on Polycount. Loved your post up on Sketchfab. =) I'm going to give you some slight counter-advice to a few of the others here. I wouldn't put a whole lot of stock in absolutely needing wireframes for the thumbnail images. I think that's part of the appeal of your handpainted work…
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…