Damn that came out well. Love the stitching, really adds a lot of interest. Are you going to do something with her hair though? I'd like to see a wireframe with just the normal map rendered.
Do you have wireframes of his body? Regarding the head, this looks weird. There do tend to be poles in that area, but those quads can be a lot more even. Check the wiki regarding Face topology:
mind showing a wireframe in marmoset of those seams? tried other tangent spaces? doubt it would work but may help narrow down the issue tried softening edge normals before exporting as obj?
I optimized the LP as much as I could. I shaved off ~1800 tris, so I'm down to just under 7k right now. Here's an album of the LP with wireframe so far.
For an environment scene such as the one above would it be prudent to have a wireframe shot to accompany the textured shots? I think it would be a benefit but I'm still new to this and cannot find a clean way of doing it in UDK.
Thank you for posting everything. The wireframe is neat. Not too many people post those. Do you find that you did the glow maps first before doing the lighting or the other way around?
Thanks Sage, here's the wireframe and the reference. It's an old Pump Station in England, built in the mid 1800s. I'm trying to go about this using a modular system, here are the pieces that will make up most of the building.
Unweld a vert and your character bleeds out... Make sure to mine HippyDrome for all that is there. The grescale on the wireframe gives you weighting information which most people overlook and just oggle the pretty bending.
Great work! You're pumping out high quality stuff at an alarming rate! Could we see a wireframe of the new knight character? I'm curious as to what resolution/level of detail you work at.
Per, I feel cheated. This is the quality you are capable of and look at the shit you've been making for us all along. I'm dissapointed . I mean look at the resolution in that wireframe! it's gorgeous. Enuff said.