Some good posts up in here! It is interesting to see how people go about working a character. Spending a bunch of time carving the forms, with the intent to pose after the work is assumed to be done. IMO, that is when work can fall short for a lot of artists. The volume changes are not really taken into account a lot of…
1) Like Neox said the 2nd UV channel is usually reserved for lightmaps. Some engines create this channel for you and do an automatic unwrap of your objects which in most cases works just fine so you don't even need to think about any other channel than the first. The automatic unwrap will assume that every face is equally…
Surface types are usually assigned to mat IDs that are physicalized. Most meshes assigned that matID will be physics proxy meshes or render meshes that are going to be their own physics proxy and don't have a separate one, ie again physicalized. So you may end up with 3 proxy sub mats. Be aware that while you can…
Use both. It's usually a lot easier and more precise to start by modeling as a normal, low-poly mesh in something like 3ds and then taking it into Zbrush for detailing. I pretty much make the low-poly (adhering to the grid in the app for modularity), take it into Zbrush to make it uniform and then subdivide, sculpt away,…
Hey Cooper, Congrats on graduating. I went to FS too and interned for DRC after graduation :) I like the environments you have up on the reel but I'd lose the gun. I know you have to keep 3 assets for now but it's not doing you any favors. It's not that its bad, it's just that you just showed us that you can do a lot…
hey thanks again for the wonderful feedback! I could scale the iphones up a tad, but there's just that much screenspace you know :D and I'd rather show the animations on the iphones to show that it's all game rather than just having renders like usual.. I'll adjust the weight on the ollie onto the rail! you are very much…
I think you need to break down your face into planes to better understand your light setup. It sort of looks like your lighting is coming from the top-left side (of the last image you showed us) based on some shadows you've got going on the right side of the painting (left side of her face), but her nose isn't really…
I don't know if lowpoly is the best way to go first. I know this is a legit way of starting but it is usually when you know your tricount and you need to get the silhouette down with your tricount first and then match it with the highpoly. At the moment you are not even sure what you are modeling. If you were to start with…
I haven't herd of using the curvature map (same as the cavity map in xNormal i assume) for use in the diffuse map. What exactly does that help do? For me, I use Photoshop CS4's 3d feature to do most of my texturing. I bake out all my maps and save out a low poly .obj file and create a 3d document with no Photoshop lighting…
Use super sampling, or render 2x and size down after the fact (same thing). There are a couple things I typically do when baking lowpoly-only AO: In Xnormal, I use the simple AO tool, this can be problematic though, as the vertex normals of your lowpoly mesh tend to contribute to the result. Usually I will tesselate(but…