I'm not even sure that's necessary, I mean, I'm not sure how the wheel's supposed to look when in motion or if it's going to be seen at all in game but you would lose those unique reflexions and shadows there by mirroring. My point was it is taking up too much texture space for something so small on the model. Texture wise…
And you still seem to be missing my initial point. From an purely artists perspective, discard and alpha-test are the same. You both end up with a 1-bit alpha for your texture, and you have to spend a slight amount of time checking whether or not the pixels are transparent or opaque. If I don't include all those…
madPXL: Love that Bomberman. Really sweet. Dbprogrammer: You still have lots of wasted space in your texture, you should try and get your UV-map tighter in order to utilize as much of the space as possible. And try turning off texture filtering in your 3D app to get your texture crisper. Unless you're going for N64-style…
Based on [url="http://www.familycar.com/RoadTests/PontiacGTO/Images/ Undercarriage.jpg"]this picture[/url] of an pontiac GTO 2004 apparently, I made an edit: use the yellow line. alternatively, you could use the pink line, but that'll look very symmetrical and less nice. Right now you'd have to cram the entire part in one…
Dude, those hands are tiny and uninterestingly modeled. I also reckon you could optimize a bunch by removing the symmetry lines. You also have a couple of loops (like where the belt would be, and the mouth-cheek loop, plus some 'half' loops) that aren't pulling their weight and should be optimized. You don't need to add a…
The way you did the mesh makes no sense. I wouldn't have added the holes myself, but seeing as you have its ok, but you have extra splits in there that are not needed. The handle is strange, by add more loops to something that really doesn't need it? Like I said you could have halved the polycount here with no real issue.…
Would be nice to get a little critique on this, no idea if this is the way it should be done! 166 tri's. 256x256 texture (could lower to 128 but looks nice as-is. Technically I could have more polygons or higher texture because game isn't very intensive, not much on screen at once). Fudged the texture a bit because the…
Helgezone - What kind of material is that hat supposed to be? it looks like it wants to be metal but right now it feels more like leather. Oh and one small other thing: the colors could have a bit more variety in hue. The blue is pure blue for instance, with no shading or dirt or lighting on it. Zero remarks about the…
stevston89 - thanks! and I fully agree that this wouldn't be practical for most gaming applications. This was a training exercise for texturing (I figured it's about time I started putting my wacom to use) I know a few areas I would cut down on polys (ie: screws - they should be in the texture...unless this would be used…
Ah no, they're from 2 very unrelated things. The ghost is an attempt at making an enemy that would fit comfortably in the FF9 PS1 battle system (its actually roughly 100 polygons lower than the average enemy for the game). The environment is just something for a Nintendo DS environment. I figured I could quite easily…