BTW you don;t have to move overlapping uv chunks 1 unit to the right, you can change change the 'w' value in the uvw to 1 or a higher nuimber than the other chink it s overlapping.
since you said modifier I guess you're in max? maya has a transfer vertex positions deely that sounds like itd be useful here. maybe silos surface snapping w/soft selection too?
Cleaned up the textures in PS a bit and added a spec map. Rendered in 3ds max w/ raytraced shadows and no gi. I think I'm going to do a bit more clean up and then call it good for this guy.
http://www.thumbtackpress.com/ although I'd also like to hear other people's suggestions. the problem i see w/ thumbtack is I believe it's run by like 1 guy and he just picks the art he likes.
Thanks guys. Jon W, I see what you mean there. Might be a good one the try. Especially since the ending still needs a lot of tweaking. Also, I forgot to post the drone Concept Model.
Holy cow! The girl's face is the best, i agree w/ pogonip her lips are a bit too glossy, and i think the lower half of her face (mostly chin area) looks pale. Awesome man!
Its much easier if you keep it all in separate models. Then you can pretty much animate it w/o bones i think cause you can just link the thing together with some helpers.
u don't need desaturation node in ur branch material - just plug b/w texture sample into opacity mask slot;) That will simplify ur shader. Keep it up, learning is always hard, but pays off
I've also heard SSDs get slower over time like other HDDS because of fragmenting or something similar, although i think Corsair?? made a chip that automatically defrags or w/e in realtime to stop that.
yeah. i agree w/seforin. i know for at least the main locust dudes. they create 2 2048's....and then bump those down to 2 1024 for the ingame model. from epic gdc a while back.