Looks like most of the detail on the highpoly is too sharp to bake well (just going off your normal map, not the files). See this example http://wiki.polycount.com/NormalMap?action=AttachFile&do=get&target=normal_slopes_hatred.jpg I'll try to take a look at the models later tonight.
Yeah, I'm all for this. I am pretty much a total n00b at sculpting. I've been trying to get to learning on my own but it's way too easy to spend the time doing other projects. I could really use the target of a light-hearted monthly competition.
If it's for a total war kind of game, 10k tris + 2048 is too much, if it's for an FPS, it's not enough, so, it depends of your target :p Can't help but find the curvy shape of the columns a bit weird. It feels a bit egyptian. Would help if you post your textures also.
Hey been awhile super busy :D Some sketches as a break from 3D trying to be more active with drawing! :D half an hour to an hour so nothing finished haha. More color and more perspective on my target list! :D Dota 2 characters :)
wow, seriously Funky...Seriously ?!!!! Dizzy may be one of my all-time fav 2dfight Boss. Seems like you're specifically targeting characters I just love. Too bad for you, now I've set my lock on on your thread. Give'em hell !
You can do this in 2016. As a workaround you can probably create a copy of the un-shrinked mesh and create a blendshape and add the shrinkmesh as target. You can now shrinkwrap the original and paint the weights of the blendshape deformers on the other mesh to blend between the default and the shrinked state.
Dynamically adjusting clipping planes depending on distance to viewport's pivot target. Working on "to scale" stuff that's smaller than a metre in Max is painful as it ends up clipping half the model unless you work in Ortho viewports or zoomed so far out that selection or accuracy is impossible.
Thanks man for your kind words! I am glad you liked it. Mobile devices are the target for the tile set, I have to test the performance this weekend, wish me luck :) The pixelated effect is a desire look, low res texture, pixel art style with no filter.
Spec (and gloss) is also one of those things that can be highly subjective on the target engine, depending on how it's implemented. So be aware that what looks good in your 3D viewport might not work as well when you see it in-game. Also, fresnel is important for realistic spec.
:D @almighty_gir - haha great! The target audience is pleased. It bodes well! Thanks for the Latin tip as well. The Latin I've learned is clearly just from wikipedia ;) @Sectaurs - As requested, here's some wires. As you can see, they're very low poly and quite simple.