Nod logo is backwards :( taking just the polys where the logo will appear and making just that part unique is an easy, non-decal way to add some simple asymmetry.
Tileable materials to keep the quality/fidelity high and texture memory overhead low. If its painted a certain way, whatever that means, it could be handled via masks, vertex painting, secondary UV sets, decals etc.
Here's my official school advice: PS. ANY type of long term pursuit hinging upon a big money loan in a free market has the potential to detrimentally impact your life. Do not sell away your better years and future for a bad deal. Test the waters with a small personal loan and pay it off. If mismanaged, it may only set you…
Looks good so far! I hope its a racing game, we dont have any good racing games on nobile that dont look like crap. Are you using open map with houdini like in the matrix awakens project? I'm guessing you are using mesh decals for the road to get nice detail and also variation. Good luck with your project, hope to see more…
So moving on, with the topology completed and unwrapped, I've started texturing him in Substance Painter. I'm aiming for accuracy to the Kansas City Chiefs home jersey that Patrick Mahomes wears, complete with all the necessary decals.
Yeah the polycount logo is likely to still be up - If fred was so late trying to push it all online he's not going to delay things further just to fix up innacuracies on the site that polycount caused by withdrawing.
Here's a trick to pilot the hardsuit: After pressing the boost key (shift), press the left ctrl to use the brake, this will remove the hardsuit's booster delay. The trick is useful to maneuver around corridors and areas with many obstacles.
[Gryffindor common room Update] working on the chandelier lamp shader so annoying ahah, that's the best i could do xD Next i'll be adding some dirt decals on the walls and floor to break the uniformity .
Hello! After a pretty long delay I am back with an update. Took my time to study some anatomy + trying to integrate Zmodeler into my workflow :chuffed: Can't wait to hear your feedback ^..^
i think it was 1500k triangles. texture size was 768 diffuse and spec, 1024 normal, 384 decal. weird i know, but thats what they asked for when i did it like 5 years ago.