Thank you jaydon, I really like you darksider model. Yenkee: Thanks for the advice, I made new uv for this model but it is not as neat as those incredible layout I can see here. That's a point where I am clueless, do you move your uv by hand trying to fullfill every space, or is there a magic button? It seems so hard to do…
If you look into your normal map you see that the texture itself includes this "bending". The segments in the normal map should look the same from top to bottom in your example scene. My guess would be that you might have baked the map without any phong- or edgebreaks - e.g. a model with smooth normals. Afterwards you…
I think you could make a lot of easy gains in the editing department This is a great example, watch out for repetitive phrasing. Some other things that jump out: Your editing instinct should tingle anytime you see a phrase like "that being a game in which." It's stilted, nobody talks like that. Read it aloud. Another…
Yea for sure, I guess my question was I see all these nice modular pieces that ppl still manage to fit into a square texture space, like perfectly, and that aren't just simple planes (Like in the philip K example vs the Thiago Klafke one) Another example to illustrate my inquiry would be this modular building exterior by…
you have quite a few detail discrepancies in your low poly. for example the smaller tubes have the same number of sides as the bigger ones, and considering the way they are placed it doesnt seem like a good idea, so you probably wanna increase the number of sides on the bigger ones ( or remove on the other, depending on…
like most others here I have been following the Ds:Moon project and it looks like a interesting DS game not just from the technology standpoint. Something though that I noticed in the screenshots, Videos and now in your Artwork is the use of Black as a gradient towards dark. Because of that the Astronaut looks tinted in…
Nice stuff Parkar. jocose, if a normal is -1 (dirty yellow in a tangent space map) then it is pointing towards the back of the triangle (if the surface normal is pointing towards the front of the triangle, as is usually the case). So then that pixel won't be lit unless the light is coming from the back. I put an example…
This is definetly something every texture artist should keep in mind. Although all the math might scare off some artists. With the HL2 example, if you just keep in mind that a 128x128 unit poly square uses a 512x512 texture, then you can just go off of that for all the textures. So a 64x64 piece of geometry would take a…
I would suggest deleting the old pieces, for example that table with the book. When it comes to a portfolio more is often not better. People have gotten hired off a single artwork in their portfolio. Recruiters' time spent looking at your stuff is measured in seconds, you don't want them wasting it on inferior art + seeing…
I see, must have missed that info in your original post. While I don`t know what`s happening under the hood, I think from a content creation point of view, keeping normal map handedness consistent and independent of graphics API used makes things easier and less error-prone (for example Unity marketplace assets work…