Since your main feedback point is on texture, you haven't presented this in a manner to get that kind of feedback. While the mesh APPEARS to be good and well put together, it's way too small to really make anything out man honestly, 1024 minimum in size, and dont throw in 4-8 renders per image, do one or two. Show off your…
@Johnnynapalmsc Hi! First off, I'm not quite sure what exactly your issue is. The only problem I can make out in the screenshots above is that the whole square mesh of your decal is slightly visible and I assume you want it to blend so that only the normals of the round thing are. That's because you don't put anything in…
Butthair has great questions. When I have error messages I don't understand, I always use the rule "when in doubt, reset xform and collapse stack" if that doesn't work - Make a new box primitive and in the sub-object mode of that box click "attach" and attach your suspicious objects to that box... delete the polygons of…
I understand that, in fact I do it myself. However, the purpose of making it that high of resolution in the first place is pretty much meant for it being there in case you want to use the higher res for something. My point is that given this has so few triangles, for it not to be a strain on whatever game engine it is…
That sucks casey. Count your chickens though. You could be a lot worse off. As I'm sure most people here have too at one point or another in their lives, I studied various martial arts back in the UK, and even the toughest, scariest south London street savvy 6th dan uber nutter bastards that I knew will tell you to just…
Only critique on the door knocker is that you should use more reference material on the nose/mouth area. I assume you are doing a lion the nose/ mouth needs to be bigger and the nose needs to blend in around the nostril area. Currently it looks like a bear except for the mane. When you do a Google search for lion statue,…
Jonas - wasn't aimaing for anything specific in terms of spec, just a general realistic aim for current gen game art...in this case I was aiming for around 1000 polys I got to 1181....textures are all 1024 which I belive is in line with current gen specs. of course correct me if im wrong :) ... I bought UT3 not long…
Thank you for the feedback! Yes, due to our brief we were asked to work from the concept below: But due to only having one view we were allowed to loosely interpret it. We also unfortuantely have a strict budget, 1048 texture sheet for the scene and the crate, with 1k tris, then a 524 texture sheet, and 500 tris in total…
Monster's "performance triangle" is a very good analogy. Here's a relevant example: The way in which you unwrap a model can actually affect the final vertex count as well as UV splits will count as extra verts: in the case of all those tree leaves, the vert counts between your two methods would be the same, since you're…
Your Golem seems wimpy and like he is not steady how he is standing. He also loos more like he would be made out of wood then out of clay and rock. He needs feet, even if it just a much wider base at the feet and/or a few rocks that act as toes. I found this Golem sketch on DA…