Sorry digging up this old thread but I tried to recreate your model to test out the bevel node and the edges have some very visible seams. Could you post your UV layout @musashidan
I don't know anything about Dota, but the program runs well. Everything is responsive and the layout is nice. I like how the top of the program has certain classes that correspond to certain characters. Very nicely done!
layout and colors are pretty good. there isn't any useless stuff and navigation is as simple as it should be. i'd change the "3 1024 maps" to "1024 diffuse, specular, normal" 3x1024 maps could be interpreted as 3 separate textures.
Back again with an update. Did a quick uv layout and color treatment. I'm still pretty newb when it comes to color design, so crits would be greatly appreciated. Just about ready to detail this guy,
@Caiterade You know it! ;) I blocked in the scene with simple geometry to get a feel of positioning and the scale of major assets. Once the layout was setup I blocked in how I would like the design of the buildings in the foreground to look.
Decided to alter the grass texture for a different look. Got my shrine done in zbrush and have a base texture on it, as well as my tree layout for the trees. Might alter that once I get the rocks in but it's good for now!
Point taken. I'll remove the wear on the handle. How is this UV layout looking now? Edit: Green area is missing detail. Red areas don't appear right, something has gone wrong. Any advice?
On the Panel menu, choose Panel > Saved Layouts > Four View. You can always change the view pressing and holding the Space Bar Clicking and holding on Maya (the center item) and hence, choosing the view you want.
Yes, it's similar to running a flatten mapping on hard-surface and then stitching back together. But, the days of the old 'photoshop' layout that OP posted should be behind us now. It was always a bitch to minimise distortion on areas like the nose.
Sorry I meant your UV shells. I assume you are mirroring them in the final layout considering your screenshots but you should avoid baking with overlapping UV shells by offsetting them before the process.