@ Anuxi and Vlad: Thanks so much for the responses. I'll work with making it bigger and adjusting the vertices to try to avoid clipping, I hope I can get it to work :)
@ vertical: I'm with spud - the saturation on that green is eye-bleeding high - and you could really control those folds more the cloth isn't really falling in a realistic it looks painted on
@vertical: Looks cool, but the cloth at the bottom is looking too undefined. I'd suggest getting some more contrast in there and turning down the saturation/lightness quite a bit so it's not overpowering the other parts.
your main issue is it isnt identifiable as a ward immediately. your sillhouette is completely different to the vertical pole that every other ward has, and it also seems a lot flatter than other wards
Not 100% sure if this will help but what I usually do is just edit the normals, move them all vertically upwards then drop an omni light in with inverse square decay, tweak it then bake it out :)
hey vertical! ur sven looks RLY interessting. i think its rly worth to go for this!. just one little thing: i would change the belt. this one looks a littlebit weird :)
That's how damaged paper looks like use it as reference i've got a question about lowpoly. If i intend to use smoothing on whole surfers, does this mean that i need as twice lower vertice count?
If you want to an object/part of a mesh look solid and not deform, you must set all of its vertices to the same weight value, so they all will obey the same bone/set of bones and move in one chunk.
I know what LOD stands for, but LOD represents vertices and not triangles. That is what I'm going after, so I'm trying to make sure that LOD counts for valve means verts count, rather than tris count.