mikebart- the bricks look pretty good with the normal maps, but have you ever thought about using tiling textures? You'd easily be able to get away with a 512 prick pattern, and a 512 with the specialty brick patterns tiling horizontally. Just seems like a really big waste at the level of detail you've got so far.…
got stressed today, so i modelled this up.. rushed the wood texture.. it's done, but not worth a thread of it's own (IMO). 244 tris, 2 512's (texture and transparency).
needs some color-love .. i have still this thick-black-line-problem.. trying to fix that 680 tries 512^2 diffuse with still some space for a gun / gadgets
[ QUOTE ] finished this thing around 3500 tri and 1024*512 map, and yeah my uv spacing sucks. Rota [/ QUOTE ] iam in FUCKING LOVE with that thing ... lots of wasted uv space but ... DAMN !
Been doing this real slowly. It's supposed to be myself. It's real off though. Still need to fix the sides/back of the hair. 850 polys and a 512 for the head and 128x256 for the hair although I might knock the hair down.
Got some small tiny vacations and decided to rest... including resting from my current 3d projects so I'm painting this.Still really a lot to do, but it's shaping up. 2100 tris and 512 texture.
New Darkmod model 430 tris, 512 diffuse, 256 normal, 128 spec Gonna touch up the normal a bit still. Mode was quick and easy, tex took quite awhile. This is a quick in game shot.
Thanks Poop. I went with the mits to cut polys, so I'm planning on painting two fingers on the widened geometry. If it looks bootylicious I'll change it! Just laid out the UVs and started in. He's 990 polys and a 512 map.
ski mask dude. I want to get this good enough to put on my reel. if the texture doesn't work out, I'm going with only normal map. trying to finish by friday. tri count 3560 one 512 color map and spec.