thanks vig, it's definately good advice. i'm getting worked up over things that aren't that important. and i will keep this in mind: "Construction shots - wire edges on a faceted model. Texture flats - Final Flats and Wire overlay to see UV layout." but i think i miscommunicated my post a little...it's not spec i have the…
Ye man, looks wonderfully better. I was kind of hurrying off earlier on to class, what you did is by killing the outline and making the background so dark, you pushed it all back. anywhere on the actual head that you will from now on place a value closer to the background value, it will look make that area sink back deep…
Texture flats are the only real way to crit the textures in this case, from what I can see your diffuse is weak and your spec almost looks like you used a solid grey sheet for it or a simple greyscale of the diffuse. Your boots look like concrete and the normal map looks very bloby on the shoulders and neck. I can't crit…
One thing I noticed is that your western scene has crazy amounts of triangles in the wooden floorboards and the barrels. You don't really need THAT many triangles for flat-ish surfaces, focus the detail to the silhouettes. Also, just to be really nitpicky, the top of your barrel ends in a sharp edge instead of plank-like…
Yea, nreks got the right idea, breaking the flat top silhouette and also breaking up the walls mid level with outcrops will make it look more organic. I would model a modular section that has some more depth variation as it looks way to flat right now, then make some seperate outcrop meshes that you can crash through all…
hawken: hehe, cheers ^^ pior: : D yay, thanks man *sticks pior post on fridge* crazyfool: :P ty. I might be letting you down on this latest one... been kinda hit and miss with my cloth stuff :\ 'Final' hellboy sculpt. Tried texturing the low poly all day, ended up lookin like flat colours. Hoping i can sproose him up…
<not a character artist, but I have some comments the lighting on all of the normal map characters looks very flat. It doesn't show off your normal maps very well. I mean if your going to show off to an employer that you understand the normal map process at least demonstrate that you know how to make them look good. The…
hmm seems a bit flat imo? Maybe the FoV is too narrow, feels like there could be more perspective. The scene could benefit from reflected light from the water, especially under the bridge. The transition from water to brick could be darker with moss and grime. The water in general looks a bit grainy, and the bridge texture…
Hello I've been creating some assets recently as practice for a future VR game we're planning and I've been struggling to understand what workflow would be optimal for this. There's high poly to low poly baking, low poly to high poly subdivision to low poly baking, low poly with bevels and weighted normals to baking, or…
I've packed the UVs manually, since pixel art textures on models that aren't pixel perfect need require a lot of precision and fine-tuning, which is why if possible I would rather not mess with the uvs. I have not baked the texture, I don't think it was necessary on such a low-poly / flat shaded (of sorts) pixel-painted…